Transcript
Page 1: CSE4MOD Textures and Materials

CSE4MODTextures and Materials

Paul Taylor 2009

Page 2: CSE4MOD Textures and Materials

Texturing in 2k4

From now on we will consider Textures to be the image that is used for painting the objects

When it is applied to a BSP the texture, it is used as a Material

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Texture Formats• Powers of 2 from 32 up to 2048 (now 4096 I believe)• Formats

– DirectX Texture Compression (DXTC)• 1 – Fails on older Nvidia hardware - 1 bit alpha• 3 – 4-bit Alpha• 5 – 4-bit interpolated alpha

– 8-bit palettized (P8) (256 colour)• Used in U and UT they can save 75% of disk and ram usage whilst

retaining up to 100% of detail– 32-bit RGBA textures

• Big, Fat and Beautiful – 8bit alpha– 8-bit and 16-bit greyscale heightmaps.

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Texture Properties

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F is for Fallback

• This shows the most basic version of a texture– Used when UT is running on economy hardware

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The Checkerboard

• This places a coloured checkerboard behind your texture– This guy is for Alpha testing!

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Layer-Looking

• This guy toggles showing the layer you are working on, or the overall view of the material

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Geometry Wrapping

• These three allow you to test your material on different surfaces

• You can drag the 3D views using:– Left mouse for Z– Right mouse for Z and Y• Use alt to rotate around the Y axis

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The Texture Properties

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The Texture Properties

• Animation– AnimNext– MaxFrameRate– MinFrameRate– PrimeCount• Pre render cycles

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The Texture Properties

• Material– Fallback– SurfaceType• Sets the surface type which is referenced by the engine

for effects

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The Texture Properties

• Surface– bAlphaTexture• Disable/Enable the alpha filter

– bMasked• The cheap version of alpha blending

– bTwoSided• Useful for sheet polygons

• Texture• TextureFormat

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The Texture Properties• Texture

– Detail• A greyscale texture that is faded in as you approach the material – Keeping

the average of this texture to ~127 will keep the brightness from changing• Used for wood-grain effects as a micro texture, or rock crevice effects as a

macro texture (to reduce tiling effect)– DetailScale

• 8 or above for a Macro Texture, 0.25 or smaller for a micro texture– LODSet

• This helps the engine decide on the detail levels and mipmaps to use, based on the user settings

– NormalLOD• This is the ‘normal’ level of detail for your texture. Basically how many Mip

levels are skipped. Unknown if it is the first ones, or just some!

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LOD Values

• -4 UltraHigh -3 VeryHigh -2 High -1 Higher 0 Normal +1 Lower +2 Low +3 VeryLow +4 UltraLow

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The Texture Properties• Texture– Palette

• Used for 8-bit textures. I’ve never used it!– Uclamp

• Used for Scripted Textures, useless on a normal texture– UClampMode

• Sets the wrapping mode of the texture to TC_Wrap or TC_Clamp– Clamp will stretch the last pixels across the screen! (Alpha)

– Vclamp• As above

– VClampMode• As above

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http://udn.epicgames.com/Two/ProjectorTextures.html

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The Texture Properties

• TextureFormat– DXT1– DXT3– DXT5– AGBR– 8BIT

• You can compress a 32bit image to DXT 1/3/5 with the Compress option when you right click a texture in UnrealEd

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Now you know everything important about textures

It’s time to start creating materials!

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Shaders

Shaders are materials that apply effects to your surface

These include things such as:Secular LightingDiffuse LightingSelf Illumination

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Creating a Shader

Texture BrowserFile->New

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Red stubs are at default settings

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Each Stub can use either an existing texture, or a new material

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Modifiers

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Environment Maps

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Scripted Textures


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