The Augment 3D Engine supports only the 2D textures. Those 2D textures can be used on different channels :
- Bump (please note that .dae files do not export bump)
Texture Formats Supported:
- JPG (JPEG) - Cannot be transparent
- BMP - Cannot be transparent
- The following formats will be converted to PNG if they contain transparency. JPG if not: AWS, EPS, SVG, BLP, Dj Vu, DDS, ICO, IFF, JP2, JPS, PBM, PCX, GIF, PSD, TIFF, TIF, HDR
The textures need to be in RGB, not in CYMK, to avoid display problems or alterations.
Texture Size and Number Limit:
Having the optimum sizes, dimensions and number of textures prevent from slow loading and lack of fluidity of your models.
- The first recommendation for textures is to have least possible of them. It is important to merge textures when possible. Check the table below to know the maximum number of textures per model according to your textures resolution.
- The maximum size possible is 2048, but prefer 512 or 1024 when possible.Prefer textures on optimized squared proportions (2048x2048, 1024x1024, 512x512, 256x256, 128x128). If a texture size exceeds 1024×1024, you will have a warning during the upload.
- The total size of all your textures should not exceed 25MB.
- A model with few polygons allows a bigger number of textures with fluidity; and on the contrary a heavy model will allow a smaller number of textures before losing display fluidity.
- When a texture contains details, like text, a bigger dimension will be needed to prevent from resolution loss, but very small textures can be quite enough in a lot of cases.
Adding effects to textures:
- You may add light baking and/or ambient occlusion baking to the texture, as it increases the realism of the model. The lights set should be natural, to help the integration of the model in AR in any situation, but it can be exaggerated to get more contrast, to provide the user with a strong visual effect.
- Reflections informations can also be added to the textures of reflective parts, but it needs to be used carefully. As the model is made to be seen at any angle, it seems strange to the eye to have fixed reflections in the diffuse. There are two use cases that work in Augment. When it is on a very reflective object, the reflection map merged in the diffuse map at low/medium opacity helps getting a more accurate reflectivity, but it won’t move, so it needs to stay discreet.
- The UV set or channel can’t be used for now in Augment, the only channel of UV that displays is the channel 1.
Facing issues with your textures when uploading to Augment?
If your model looks untextured in Augment, there are a few things you can do:
- Make sure that you’ve included your texture files in your zip bundle, at the root of the folder.
- Make sure your texture file names don’t contain any spaces or special characters.
- If the problem persists, try to re-encode your textures, using an image editor like Gimp or Photoshop.