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. |