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TextureType Enumeration

Defines the purpose of a texture.

Namespace: Internal.Assimp
Assembly: NeoAxis.Core (in NeoAxis.Core.dll) Version: 2026.2.1.0 (2026.2.1.0)
Syntax
C#
public enum TextureType
Members
Member nameValueDescription
None0 No texture, but the value can be used as a 'texture semantic'.
Diffuse1 A diffuse texture that is combined with the result of the diffuse lighting equation.
Specular2 A specular texture that is combined with the result of the specular lighting equation.
Ambient3 An ambient texture that is combined with the ambient lighting equation.
Emissive4 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.
Height5 A height map texture. by convention, higher gray-scale values stand for higher elevations from some base height.
Normals6 A tangent-space normal map. There are several conventions for normal maps and Assimp does (intentionally) not distinguish here.
Shininess7 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.
Opacity8 The texture defines per-pixel opacity. usually 'white' means opaque and 'black' means 'transparency. Or quite the opposite.
Displacement9 A displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements.
Lightmap10 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.
Reflection11 A reflection texture. Contains the color of a perfect mirror reflection. This is rarely used, almost never for real-time applications.
BaseColor12 PBR texture property. Diffuse/albedo map containing base color regardless of the object surface type.
NormalCamera13 PBR texture property. This is not documented in assimp native, but is a normal map in a PBR workflow.
EmissionColor14 PBR texture property. Emissive color map, similar to Emissive.
Metalness15 PBR texture property. Describes how reflective the object surface is.
Roughness16 PBR texture property. Describes how rough or smooth the object surface is.
AmbientOcclusion17 Dedicated ambient occlusion map, some older formats may set this as a Lightmap texture.
Unknown18 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.
Sheen19 Generally used to simulate textiles that are covered in a layer of microfibers, e.g. velvet.
Clearcoat20 Simulates a layer of 'polish' or 'lacquer' layered on top of a PBR substrate.
Transmission21 Simulates transmission through the surface. May include further information such as wall thickness.
MayaBase22 Maya material declaration for a base color texture.
MayaSpecular23 Maya material declaration for a specular texture.
MayaSpecularColor24 Maya material declaration for a specular color texture.
MayaSpecularRoughness25 Maya material declaration for a specular roughness texture.
Anisotropy26 Simulates a surface with directional properties.
GltfMetallicRoughness27 Textures for metalness and roughness properties packed together in a single texture. Its green channel contains roughness values and its blue channel contains metalness values.
See Also