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Start Page » Game Development with the Drag[en]gine » Skin Texture Properties » Texture Property Database
This list contains all approved texture properties. If you implement a graphic, audio or physics module you should stick to this list. You are not required to support all texture properties mentioned here but if you support them stick to the definition below. Artist rely on the same list to produce their content. For testing new texture properties you can of course define new properties and propose them for inclusion.
The properties are listed with their name as title. Property names typically compose of one or more names with optional dots in between. Color components and gray scale values are written in the range from 0 to 1 with 0 equal to an RGB value of 0 and 1 equal to an RGB value of 255. The brief below the description indicates the used data type and the default value if the property is not specified. Values in round brackets indicate a color with in the form ( red, green, blue ) or ( red, green, blue, alpha ).
Note: Boolean Value is the same as Single Value just indicating that only the values 0 and 1 have a meaning.
Property Name | Description | Source | Default | Affected Modules | Linked Properties |
---|---|---|---|---|---|
ambient.occlusion | Ambient occlusion. | image | 1 | Graphic | - |
color | Albedo color. | image | (0,0,0) | Graphic | color.gamma, color.tint |
color_alpha | Albedo color with transparency. | image | (0,0,0,1) | Graphic | color.gamma, color.tint |
color.gamma | Gamma correction for the color and color_alpha texture property. | value | 2.2 | Graphic | color, color_alpha |
color.tint | Tint for the color and color_alpha texture property. | value | (1,1,1) | Graphic | color, color_alpha |
transparency | Transparency. | image | 1 | Graphic | transparency.type |
transparency.type | Transparency type (full or masked). | value | 0 (masked) | Graphic | transparency |
normal | Surface normal. | image | (0.5,0.5,1.0) | Graphic, Physics | normal.strength |
normal.strength | Strength of normal property influence. | value | 1 | Graphic, Physics | normal |
height | Height of surface point. | value | 0.5 | Graphic | height.scale |
height.scale | Scale of height texture property. | value | 1 | Graphic | height |
refraction.distort | Distortion behind transparent object. | image | (0.5,0.5) | Graphic | refraction.distort.strength |
refraction.distort.strength | Strength of the distortion behind transparent object effect. | value | 0.01 | Graphic | refraction.distort |
reflectivity | Per-color reflectivity/reflectance. | image | 3 | Graphic | reflectivity.gamma |
reflectivity.gamma | Gamma correction for the reflectivity texture property. | value | 1 | Graphic | reflectivity |
roughness | Surface roughness. | image | (1,1) | Graphic, Physics | roughness.remap.lower, roughness.remap.upper, roughness.gamma |
roughness.remap.lower | Lower remap value for the roughness texture property. | value | 0 | Graphic, Physics | roughness |
roughness.remap.upper | Upper remap value for the roughness texture property. | value | 1 | Graphic, Physics | roughness |
roughness.gamma | Gamma correction for the roughness texture property. | value | 1 | Graphic, Physics | roughness |
environmentmap | Defines a custom environmentmap to use for reflections. | image | (1,1,1,0) | Graphic | - |
mirror | Defines if the material is fully mirroring. | value | 0 | Graphic | - |
emissivity | Defines the emissivity. | image | (0,0,0) | Graphic | emissivity.intensity |
emissivity.intensity | Defines the emissivity intensity. | value | 1 | Graphic | emissivity |
These properties are understood in general only by the Graphic Module. Some might also be understood by other modules but this is not the default behavior.
Defines the light emission strength of a surface. A value of 0 equals to no light being emitted from the surface whereas 1 equals to full bright color being emitted. In the lighting model used by this game engine there exists no maximum strength of light since the light intensity is only limited towards the bottom. For this reason the additional property emissive.intensity indicates the maximum intensity. The real intensity equals to the emissivity value multiplied by the emissive.intensity value. The color used for emission is defined with emissivity.color . Usually this property is an 8-bit gray scale image. It acts therefore as a sort of brightness map for a surface which allows to define the light emission without wasting a lot of space.
1-component image, default 0
Defines the intensity of light emission. This value has the same value range as the intensity parameter of light sources. For a common 100W light bulb this value would be around 80 lumen. This value has to be a single value.
Single value, default 80
Defines the color of the emited light. For most situations you want to not emit light in which case emissive.color is black. If you want to create emissive materials you usually want to set this property white to emit the material color as light. Normal mapping has no effect on emited light. Control the strength of the emited light using the emissive.intensity property.
3-component color, default black
Defines if this material can cast shadows or not. A value of 0 prevents this material from casting shadows ( solid nor transparent ). All other values ( best use 1 ) causes this texture to cast shadows. This is a single value.
Boolean value, default 1
Defines a threshold to stop this texture from casting shadows. This is a performance optimization property and is linked to user settings. If the user chooses a high detail level this shadow is shown otherwise not. To prevent shadows from being cast at all use shadow.none instead. A value of 0 equals to the lowest detail level where only the most vital textures cast shadows. A value of 1 equals to the highest detail level where any textures cast shows. All values in between represent the detail percentage ( hence 0.2 for example requires the user to set the detail level at or above 20% to see this shadow ). This is a single value with default 1.
Single value, default 1
Defines if a texture is insensitive to all lighting. This property is designed for editor applications requiring control objects to be shown even if they are in total darkness. Since this is not meant for actual games the speed of rendering shadeless objects is not required to be high. For actual games you should use the emissive.* texture properties instead disabling all other light sources ( setting their color to (0,0,0) ). A value of 0 equals to this texture being lit properly. A value of 1 marks this texture as shadeless ignoring all lighting. This is a single value with default 0.
Boolean value, default 0
Defines if hardware textures can be compressed or not. Graphic modules can decide to compress textures to conserve memory. Compression though tends to have a more or less negative impact on the visual quality depending on the kind of texture. Usually diffuse textures are compressed while normal textures are not. If you have a special texture which has to keep the full quality you can use this property to tell the Graphic Module to not compress this texture. As this is a hint the Graphic Module is not required to respect it. A value of 0 indicates that this texture can be compressed. A value of 1 indicates that this texture should not be compressed if possible. This is a single value with default 0.
Boolean value, default 0
Defines that this material is a fully reflective ( perfect ) flat mirror. All pixels covered by mesh faces with this texture reflect the world totally. Transparency effects like refraction distortion can be applied to mirrors. Use this property only on flat or nearly flat geometry. For curved geometry use the reflection.* properties. Mirror reflections tend to be faster than reflection.* reflections and should be used if the geometry is flat. A value of 0 equals to no mirror reflection. A value of 1 equals to full mirror reflections. This is a single value wit default 0.
Boolean value, default 0
These properties are understood by the Physics Module.
Defines the bounciness of a surface. This is used by the physics module to determine with what fraction of the incoming force an object is repelled from a surface. A value of 0 equals to no bounciness in which case an object hitting this surface is not repelled at all whereas 1 equals to full bounciness in which case an object bounces off this surface with the force it arrived. This has to be a single value.
Single value, default 0.2
These properties are understood by the Audio Module.
Note: There are not accepted audio properties yet but some in testing.