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    • SharpAssimp
      • Animation
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    • SharpAssimp.Configs
      • ACEvaluateSubdivisionConfig
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      • FBXImportAllMaterialsConfig
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      • FBXImportEmbeddedTexturesConfig
      • FBXImportEmbeddedTexturesLegacyNamingConfig
      • FBXImportLightsConfig
      • FBXImportMaterialsConfig
      • FBXOptimizeEmptyAnimationCurvesConfig
      • FBXPreservePivotsConfig
      • FBXStrictModeConfig
      • FavorSpeedConfig
      • FloatPropertyConfig
      • GlobalKeyFrameImportConfig
      • GlobalScaleConfig
      • IFCCylindricalTessellationConfig
      • IFCSkipSpaceRepresentationsConfig
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      • IFCUseCustomTriangulationConfig
      • IRRAnimationFrameRateConfig
      • IgnoreTextureCoordinatesConfig
      • IntegerPropertyConfig
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      • LWOImportOneLayerConfig
      • LWSAnimationEndConfig
      • LWSAnimationStartConfig
      • MD2KeyFrameImportConfig
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      • MD3ShaderSourceConfig
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      • MDLColorMapConfig
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      • MaterialExcludeListConfig
      • MatrixPropertyConfig
      • MaxBoneCountConfig
      • MeasureTimeConfig
      • MeshTriangleLimitConfig
      • MeshVertexLimitConfig
      • MultithreadingConfig
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      • OgreMaterialFileConfig
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      • XFileUseDoublesConfig
    • SharpAssimp.Unmanaged
      • AiAnimMesh
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      • AiNodeAnim
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      • AssimpLibrary
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      • UnmanagedFunctionNameAttribute
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    Enum TextureType

    Defines the purpose of a texture.

    Namespace: SharpAssimp
    Assembly: SharpAssimp.dll
    Syntax
    public enum TextureType

    Fields

    Name Description
    Ambient

    An ambient texture that is combined with the ambient lighting equation.

    AmbientOcclusion

    Dedicated ambient occlusion map, some older formats may set this as a Lightmap texture.

    BaseColor

    PBR texture property. Diffuse/albedo map containing base color regardless of the object surface type.

    Clearcoat

    Simulates a layer of 'polish' or 'lacquer' layered on top of a PBR substrate.

    Diffuse

    A diffuse texture that is combined with the result of the diffuse lighting equation.

    Displacement

    A displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements.

    EmissionColor

    PBR texture property. Emissive color map, similar to Emissive.

    Emissive

    An emissive texture that is added to the result of the lighting calculation. It is not influenced by incoming light, instead it represents the light that the object is naturally emitting.

    Height

    A height map texture. by convention, higher gray-scale values stand for higher elevations from some base height.

    Lightmap

    A lightmap texture (aka Ambient occlusion). Both 'lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light.

    MayaBase

    Maya material declaration for a base color texture.

    MayaSpecular

    Maya material declaration for a specular texture.

    MayaSpecularColor

    Maya material declaration for a specular color texture.

    MayaSpecularRoughness

    Maya material declaration for a specular roughness texture.

    Metalness

    PBR texture property. Describes how reflective the object surface is.

    None

    No texture, but the value can be used as a 'texture semantic'.

    NormalCamera

    PBR texture property. This is not documented in assimp native, but is a normal map in a PBR workflow.

    Normals

    A tangent-space normal map. There are several conventions for normal maps and Assimp does (intentionally) not distinguish here.

    Opacity

    The texture defines per-pixel opacity. usually 'white' means opaque and 'black' means 'transparency. Or quite the opposite.

    Reflection

    A reflection texture. Contains the color of a perfect mirror reflection. This is rarely used, almost never for real-time applications.

    Roughness

    PBR texture property. Describes how rough or smooth the object surface is.

    Sheen

    Generally used to simulate textiles that are covered in a layer of microfibers, e.g. velvet.

    Shininess

    A texture that defines the glossiness of the material. This is the exponent of the specular (phong) lighting equation. Usually there is a conversion function defined to map the linear color values in the texture to a suitable exponent.

    Specular

    A specular texture that is combined with the result of the specular lighting equation.

    Transmission

    Simulates transmission through the surface. May include further information such as wall thickness.

    Unknown

    An unknown texture that does not mention any of the defined texture type definitions. It is still imported, but is excluded from any further postprocessing.

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