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Textures: A Photographic Album for Artists and Designers is a compendium of 112 texture photographs by Phil Brodatz. It was published in 1966 by Dover Publications. The texture images are grayscale and taken under controlled lighting conditions. Each texture is accompanied by a brief description of the contents and the conditions under which it ...
Blender users can create their own nodes using the Open Shading Language (OSL); this allows users to create stunning materials that are entirely procedural, which allows them to be used on any objects without stretching the texture as opposed to image-based textures which need to be made to fit a certain object. (Note that the shader nodes ...
The OBJ file format is a simple data-format that represents 3D geometry alone – namely, the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of vertices, and texture vertices. Vertices are stored in a counter-clockwise order by default, making ...
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pdfdetach – extract embedded documents from a PDF; pdffonts – lists the fonts used in a PDF; pdfimages – extract all embedded images at native resolution from a PDF; pdfinfo – list all information of a PDF; pdfseparate – extract single pages from a PDF; pdftocairo – convert single pages from a PDF to vector or bitmap formats using cairo
The extended specification lists a "Core List (required)", "Second List (often used)" and "Third List (suggested extensions)" of property names. [2] The word list indicates that the data is a list of values, the first of which is the number of entries in the list (represented as a 'uchar' in this case). In this example each list entry is ...
DDS – Almost every texture in the game uses this format. PAK – Stores environment data such as valid blocks. LOC – A locator. Locators allow the game to download content such as car skins from an external server. SCRIPT.TXT – Scripts for Maniaplanet such as menus and game modes. XML – ManiaLinks.
For 3D games, Unity allows specification of texture compression, mipmaps, and resolution settings for each platform that the game engine supports, [56] and provides support for bump mapping, reflection mapping, parallax mapping, screen space ambient occlusion (SSAO), dynamic shadows using shadow maps, render-to-texture and full-screen post ...