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.

texture_types_eg.imml - A park demonstrating uses of different texture types (4.1 kB) Alexander Tulloh, 09/24/2010 04:57 pm