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Texture Naming

Joshua Miller edited this page Jan 17, 2022 · 5 revisions

Two methods for supported for storing material textures in your project, Global and Local. You can use both in your project, but only one per material.

Local Structure

Each material is stored in a separate folder named after the item. This folder contains all of the named textures used by the material, and a mat.yml file defining the material.

~/lantern/mat.yml         *material definition
~/lantern/mat.mcmeta      *optional material animation definition
~/lantern/opacity.png
~/lantern/color.png
~/lantern/height.png
~/lantern/occlusion.png
~/lantern/normal.png
~/lantern/specular.png
~/lantern/smooth.png
~/lantern/rough.png
~/lantern/metal.png
~/lantern/f0.png
~/lantern/porosity.png
~/lantern/sss.png
~/lantern/emissive.png

Global Structure

Stores material textures together instead of using separate folders. This can be useful when sharing textures between multiple materials.

~/lantern.mat.yml    (material)
~/lantern_a.png      (alpha/opacity)
~/lantern.png        (color)
~/lantern_h.png      (height)
~/lantern_ao.png     (occlusion)
~/lantern_n.png      (normal)
~/lantern_s.png      (specular)
~/lantern_smooth.png (smooth)
~/lantern_rough.png  (rough)
~/lantern_metal.png  (metal)
~/lantern_f0.png     (f0)
~/lantern_p.png      (porosity)
~/lantern_sss.png    (SSS)
~/lantern_e.png      (emissive)