Textures¶
A texture refers to a generic image.
A map refer to an image which has specific properties which will influence the renderer.
Textures/Maps allow us to alter how the geometry is rendered, such as adding additional detail, affecting light, etc.
Notes¶
- The nif format only supports UV mapped textures, so only those will be exported.
- GLSL mode is enabled on import/export, but should be enabled manually otherwise to give correct viewport preview.
- Relative paths for textures are often used, eg. /Texture/../.. which should be adjusted so Blender can render in the viewport.
Requirements¶
Adding textures requires the following:
- A Mesh-object.
- The Mesh-object needs to be uv-unwrapped.
- That Mesh-object requires a Material.
Creating a Texture Slot¶
Create a Texture slot to hold a texture.
- In the Texture tab, Click New to create Texture Slot.
A texture slot has a default texture, we set type of image we will use:
- Under Type, select Image or Movie**or **Enviromental, see texture maps
We load an image to use as our texture.
- Next to Image, click Open, and select the desired texture image.
Set the texture to use the UV coordinates.
- Under Mapping > Coordinates, select UV.
The UV layer that was create previously needs to be selected for this texture.
- In the Texture tab, under Mapping > Layer, click on the empty field, and select
UVTex
.
Texture Maps¶
Each Texture Map affects different properties of how the geometry is rendered