Understanding the Texture element¶
Each material group can contain several texture elements, a maximum of 1 each texture type. Each texture has a type, a source, and UV texturing options. Each is essentially a different type of map applied to the surface. (Note that for Models, specifying a texture in IMML will override a matching embedded texture type in the source if it exists).
The types include:
- Ambient – When specified, the ambient light component is multiplied by the material ambient value, then multiplied by this ambient map.
- Diffuse– When specified, the diffuse light component is multiplied by the material diffuse value, then multiplied by this diffuse map.
- Emissive- When specified, this map is multiplied by the material emissive value.
- Specular – When specified, the specular light component is multiplied by the material specular value, then multiplied by this specular map.
- Normal- When specified, normals will be calculated from this map.
- AmbientOcclusion – When specified, this map will be multiplied by the ambient and emissive components.
To see different texture types in action, download a demonstration park here.