Textures

Use textures to show content in Image nodes, to set the look of textured materials, and to show content in Texture Brush brushes. You can create textures from common image file formats. See Images.

In a Kanzi Studio project, image files are located in Library > Resource Files > Images. These image files correspond to files on your hard drive. When you modify a file on the hard drive, Kanzi automatically applies the modifications to the textures generated from that file. If you remove the file from the hard drive, you cannot use the file in your Kanzi project.

Loading time of images depends on their size and compression:

Texture types

These textures are available in Kanzi:

You can use .exr, .dds, and .hdr images with half float and floating point data to bring HDR images to your Kanzi project. See Setting color format of textures.

Setting the image target format

When you export your project to a kzb file, Kanzi Studio reads the images in the project using the format of the original image and writes the images to a kzb file in the format you set with the Target Format property for each image.

If the file format of the original image is the same as the format you select in the Target Format property, Kanzi Studio does not modify the image when it writes the image to a kzb file under these conditions:

If your image is in JPEG or PNG format and you do not want Kanzi Studio to modify the image that it exports to a kzb file, in the image Properties enable the Use Original Image property.

To set the image target format:

  1. In the Library > Resource Files > Images select the image for which you want to set the target format.
  2. In the Properties set the Target Format property to the image format you want to use in your Kanzi application.
    The format you select is important because this influences the size of the kzb file and the loading time when your Kanzi application loads the image. Make sure that your target device supports the target format you select for the image. See Images and textures best practices and Compressing textures.
  3. If the image format you selected in the previous step supports compression, configure the compression scheme you want to use. See Compressing textures.

Using textures in the API

For details, see the Texture class in the API reference.

See also

Using single textures

Using cubemap textures

Using render target textures

Compressing textures

Images and textures best practices

Resource management

Images

Material types and materials

Using meshes