Defines the purpose of a texture.
Namespace: Internal.AssimpAssembly: NeoAxis.Core (in NeoAxis.Core.dll) Version: 2026.2.1.0 (2026.2.1.0)
Syntax
Members| Member name | Value | Description |
|---|
| None | 0 |
No texture, but the value can be used as a 'texture semantic'.
|
| Diffuse | 1 |
A diffuse texture that is combined with the result of the diffuse lighting equation.
|
| Specular | 2 |
A specular texture that is combined with the result of the specular lighting equation.
|
| Ambient | 3 |
An ambient texture that is combined with the ambient lighting equation.
|
| Emissive | 4 |
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 | 5 |
A height map texture. by convention, higher gray-scale values stand for
higher elevations from some base height.
|
| Normals | 6 |
A tangent-space normal map. There are several conventions for normal maps
and Assimp does (intentionally) not distinguish here.
|
| Shininess | 7 |
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.
|
| Opacity | 8 |
The texture defines per-pixel opacity. usually 'white' means opaque and 'black' means 'transparency. Or quite
the opposite.
|
| Displacement | 9 |
A displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements.
|
| Lightmap | 10 |
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.
|
| Reflection | 11 |
A reflection texture. Contains the color of a perfect mirror reflection. This is rarely used, almost never for real-time applications.
|
| BaseColor | 12 |
PBR texture property. Diffuse/albedo map containing base color regardless of the object surface type.
|
| NormalCamera | 13 |
PBR texture property. This is not documented in assimp native, but is a normal map in a PBR workflow.
|
| EmissionColor | 14 |
PBR texture property. Emissive color map, similar to Emissive.
|
| Metalness | 15 |
PBR texture property. Describes how reflective the object surface is.
|
| Roughness | 16 |
PBR texture property. Describes how rough or smooth the object surface is.
|
| AmbientOcclusion | 17 |
Dedicated ambient occlusion map, some older formats may set this as a Lightmap texture.
|
| Unknown | 18 |
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.
|
| Sheen | 19 |
Generally used to simulate textiles that are covered in a layer of microfibers, e.g. velvet.
|
| Clearcoat | 20 |
Simulates a layer of 'polish' or 'lacquer' layered on top of a PBR substrate.
|
| Transmission | 21 |
Simulates transmission through the surface.
May include further information such as wall thickness.
|
| MayaBase | 22 |
Maya material declaration for a base color texture.
|
| MayaSpecular | 23 |
Maya material declaration for a specular texture.
|
| MayaSpecularColor | 24 |
Maya material declaration for a specular color texture.
|
| MayaSpecularRoughness | 25 |
Maya material declaration for a specular roughness texture.
|
| Anisotropy | 26 |
Simulates a surface with directional properties.
|
| GltfMetallicRoughness | 27 |
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