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- .. _doc_importing_images:
- Importing images
- ================
- Supported image formats
- -----------------------
- Godot can import the following image formats:
- - BMP (``.bmp``)
- - No support for 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.
- - DirectDraw Surface (``.dds``)
- - If mipmaps are present in the texture, they will be loaded directly.
- This can be used to achieve effects using custom mipmaps.
- - Khronos Texture (``.ktx``)
- - Decoding is done using `libktx <https://github.com/KhronosGroup/KTX-Software>`__.
- Only supports 2D images. Cubemaps, texture arrays and de-padding are not supported.
- - OpenEXR (``.exr``)
- - Supports HDR (highly recommended for panorama skies).
- - Radiance HDR (``.hdr``)
- - Supports HDR (highly recommended for panorama skies).
- - JPEG (``.jpg``, ``.jpeg``)
- - Doesn't support transparency per the format's limitations.
- - PNG (``.png``)
- - Precision is limited to 8 bits per channel upon importing (no HDR images).
- - Truevision Targa (``.tga``)
- - SVG (``.svg``)
- - SVGs are rasterized using `ThorVG <https://www.thorvg.org/>`__
- when importing them. `Support is limited <https://www.thorvg.org/about#:~:text=among%20the%20svg%20tiny%20specs%2C%20yet%20unsupported%20features%20in%20the%20thorvg%20are%20the%20following>`__;
- complex vectors may not render correctly. :ref:`Text must be converted to paths <doc_importing_images_svg_text>`;
- otherwise, it won't appear in the rasterized image.
- You can check whether ThorVG can render a certain vector correctly using its
- `web-based viewer <https://www.thorvg.org/viewer>`__.
- For complex vectors, rendering them to PNGs using `Inkscape <https://inkscape.org/>`__
- is often a better solution. This can be automated thanks to its
- `command-line interface <https://wiki.inkscape.org/wiki/index.php/Using_the_Command_Line#Export_files>`__.
- - WebP (``.webp``)
- - WebP files support transparency and can be compressed lossily or losslessly.
- The precision is limited to 8 bits per channel.
- .. note::
- If you've compiled the Godot editor from source with specific modules disabled,
- some formats may not be available.
- Importing textures
- ------------------
- The default action in Godot is to import images as textures. Textures are stored
- in video memory. Their pixel data can't be accessed directly from the CPU
- without converting them back to an :ref:`class_Image` in a script. This is what
- makes drawing them efficient.
- There are over a dozen import options that can be adjusted after selecting an
- image in the FileSystem dock:
- .. figure:: img/importing_images_import_dock.webp
- :align: center
- :alt: Import options in the Import dock after selecting an image in the FileSystem dock
- Import options in the Import dock after selecting an image in the FileSystem dock.
- Some of these options are only visible with certain compression modes.
- .. _doc_importing_images_changing_import_type:
- Changing import type
- ^^^^^^^^^^^^^^^^^^^^
- It is possible to choose other types of imported resources in the Import dock:
- - **BitMap:** 1-bit monochrome texture (intended to be used as a click mask in
- :ref:`class_TextureButton` and :ref:`class_TouchScreenButton`). This resource
- type cannot be displayed directly onto 2D or 3D nodes, but the pixel values
- can be queried from a script using :ref:`get_bit
- <class_BitMap_method_get_bit>`.
- - **Cubemap:** Import the texture as a 6-sided cubemap, with interpolation
- between the cubemap's sides (seamless cubemaps), which can be sampled in
- custom shaders.
- - **CubemapArray:** Import the texture as a collection of 6-sided cubemaps,
- which can be sampled in custom shaders. This resource type can only be
- displayed when using the Forward+ or Forward Mobile rendering methods, not
- Compatibility.
- - **Font Data (Monospace Image Font):** Import the image as a bitmap font where
- all characters have the same width. See :ref:`doc_gui_using_fonts`.
- - **Image:** Import the image as-is. This resource type cannot be displayed
- directly onto 2D or 3D nodes, but the pixel values can be queried from a
- script using :ref:`get_pixel<class_Image_method_get_pixel>`.
- - **Texture2D:** Import the image as a 2-dimensional texture, suited for display
- on 2D and 3D surfaces. This is the default import mode.
- - **Texture2DArray:** Import the image as a collection of 2-dimensional textures.
- Texture2DArray is similar to a 3-dimensional texture, but without
- interpolation between layers. Built-in 2D and 3D shaders cannot display
- texture arrays, so you must create a custom shader in :ref:`2D <doc_canvas_item_shader>`
- or :ref:`3D <doc_spatial_shader>` to display a texture from a texture array.
- - **Texture3D:** Import the image as a 3-dimensional texture. This is *not* a 2D
- texture applied onto a 3D surface. Texture3D is similar to a texture array, but
- with interpolation between layers. Texture3D is typically used for
- :ref:`class_FogMaterial` density maps in :ref:`volumetric fog
- <doc_volumetric_fog>`, :ref:`particle attractor <doc_3d_particles_attractors>`
- vector fields, :ref:`class_Environment` 3D LUT color correction, and custom shaders.
- - **TextureAtlas:** Import the image as an *atlas* of different textures. Can be
- used to reduce memory usage for animated 2D sprites. Only supported in 2D due
- to missing support in built-in 3D shaders.
- For **Cubemap**, the expected image order is X+, X-, Y+, Y-, Z+, Z-
- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
- Here are templates you can use for cubemap images (right-click > **Save Link As…**):
- - :download:`2×3 cubemap template (default layout option) <img/cubemap_template_2x3.webp>`
- - :download:`3×2 cubemap template <img/cubemap_template_3x2.webp>`
- - :download:`1×6 cubemap template <img/cubemap_template_1x6.webp>`
- - :download:`6×1 cubemap template <img/cubemap_template_6x1.webp>`
- Detect 3D
- ^^^^^^^^^
- The default import options (no mipmaps and **Lossless** compression) are suited
- for 2D, but are not ideal for most 3D projects. **Detect 3D** makes Godot aware
- of when a texture is used in a 3D scene (such as a texture in a
- :ref:`class_BaseMaterial3D`). If this happens, several import options are
- changed so the texture flags are friendlier to 3D. Mipmaps are enabled and the
- compression mode is changed to **VRAM Compressed** unless
- :ref:`doc_importing_images_detect_3d_compress_to` is changed. The texture is
- also reimported automatically.
- A message is printed to the Output panel when a texture is detected to be used in 3D.
- If you run into quality issues when a texture is detected to be used in 3D (e.g.
- for pixel art textures), change the
- :ref:`doc_importing_images_detect_3d_compress_to` option before using the
- texture in 3D, or change :ref:`doc_importing_images_compress_mode` to
- **Lossless** after using the texture in 3D. This is preferable to disabling
- **Detect 3D**, as mipmap generation remains enabled to prevent textures from
- looking grainy at a distance.
- Import options
- --------------
- .. seealso::
- In Godot 4.0, changing the texture filter and repeat mode is no longer done
- in the import options.
- Instead, texture filter and repeat modes are changed in the CanvasItem
- properties in 2D (with a project setting acting as a default), and in a
- :ref:`per-material configuration in 3D <doc_standard_material_3d_sampling>`.
- In custom shaders, filter and repeat mode is changed on the ``sampler2D``
- uniform using hints described in the :ref:`doc_shading_language`
- documentation.
- .. _doc_importing_images_compress_mode:
- Compress > Mode
- ^^^^^^^^^^^^^^^
- Images are one of the largest assets in a game. To handle them efficiently, they
- need to be compressed. Godot offers several compression methods, depending on
- the use case.
- - **Lossless:** This is the default and most common compression mode for 2D assets.
- It shows assets without any kind of artifacting, and disk compression is
- decent. It will use considerably more amount of video memory than
- VRAM Compression, though. This is also the recommended setting for pixel art.
- - **Lossy:** This is a good choice for large 2D assets. It has some artifacts,
- but less than VRAM compression and the file size is several times lower
- compared to Lossless or VRAM Uncompressed. Video memory usage isn't decreased
- by this mode; it's the same as with Lossless or VRAM Uncompressed.
- - **VRAM Compressed:** This is the default and most common compression mode for
- 3D assets. Size on disk is reduced and video memory usage is also decreased
- considerably (usually by a factor between 4 and 6). This mode should be
- avoided for 2D as it exhibits noticeable artifacts, especially for
- lower-resolution textures.
- - **VRAM Uncompressed:** Only useful for formats that can't be compressed, such
- as raw floating-point images.
- - **Basis Universal:** This alternative VRAM compression mode encodes the
- texture to a format that can be transcoded to most GPU-compressed formats at
- load-time. This provides very small files that make use of VRAM compression,
- at the cost of lower quality compared to VRAM Compressed and slow compression
- times. VRAM usage is usually the same as VRAM Compressed. Basis Universal does
- not support floating-point image formats (the engine will internally fall back
- to VRAM Compressed instead).
- .. note::
- Even in 3D, "pixel art" textures should have VRAM compression disabled as it
- will negatively affect their appearance, without improving performance
- significantly due to their low resolution.
- In this table, each of the 5 options are described together with their
- advantages and disadvantages (|good| = best, |bad| = worst):
- +------------------+-------------------------------+----------------------+------------------------------------------------------+------------------------+--------------------------------------+
- | Compress mode | Lossless | Lossy | VRAM Compressed | VRAM Uncompressed | Basis Universal |
- +==================+===============================+======================+======================================================+========================+======================================+
- | **Description** | Stored as Lossless WebP / PNG | Stored as Lossy WebP | Stored as S3TC, BPTC or ETC2 depending on platform | Stored as raw pixels | Transcoded to VRAM Compressed format |
- +------------------+-------------------------------+----------------------+------------------------------------------------------+------------------------+--------------------------------------+
- | **Size on disk** | |regular| Small | |good| Very small | |regular| Small | |bad| Large | |good| Very small |
- +------------------+-------------------------------+----------------------+------------------------------------------------------+------------------------+--------------------------------------+
- | **Memory usage** | |bad| Large | |bad| Large | |good| Small | |bad| Large | |good| Small |
- +------------------+-------------------------------+----------------------+------------------------------------------------------+------------------------+--------------------------------------+
- | **Performance** | |regular| Normal | |regular| Normal | |good| Fast | |regular| Normal | |good| Fast |
- +------------------+-------------------------------+----------------------+------------------------------------------------------+------------------------+--------------------------------------+
- | **Quality loss** | |good| None | |regular| Slight | |bad| Moderate | |good| None | |bad| Moderate |
- +------------------+-------------------------------+----------------------+------------------------------------------------------+------------------------+--------------------------------------+
- | **Load time** | |bad| Slow | |bad| Slow | |good| Fast | |regular| Normal | |regular| Normal |
- +------------------+-------------------------------+----------------------+------------------------------------------------------+------------------------+--------------------------------------+
- .. |bad| image:: img/bad.png
- .. |good| image:: img/good.png
- .. |regular| image:: img/regular.png
- Estimated memory usage for a single RGBA8 texture with mipmaps enabled:
- +---------------+---------------------+---------------------+---------------------+---------------------+---------------------+
- | Texture size | Lossless | Lossy | VRAM Compressed | VRAM Uncompressed | Basis Universal |
- +===============+=====================+=====================+=====================+=====================+=====================+
- | **128×128** | |good| 85 KiB | |good| 85 KiB | |good| 21 KiB | |good| 85 KiB | |good| 21 KiB |
- +---------------+---------------------+---------------------+---------------------+---------------------+---------------------+
- | **256×256** | |good| 341 KiB | |good| 341 KiB | |good| 85 KiB | |good| 341 KiB | |good| 85 KiB |
- +---------------+---------------------+---------------------+---------------------+---------------------+---------------------+
- | **512×512** | |good| 1.33 MiB | |good| 1.33 MiB | |good| 341 KiB | |good| 1.33 MiB | |good| 341 KiB |
- +---------------+---------------------+---------------------+---------------------+---------------------+---------------------+
- | **1024×1024** | |regular| 5.33 MiB | |regular| 5.33 MiB | |good| 1.33 MiB | |regular| 5.33 MiB | |good| 1.33 MiB |
- +---------------+---------------------+---------------------+---------------------+---------------------+---------------------+
- | **2048×2048** | |bad| 21.33 MiB | |bad| 21.33 MiB | |regular| 5.33 MiB | |bad| 21.33 MiB | |regular| 5.33 MiB |
- +---------------+---------------------+---------------------+---------------------+---------------------+---------------------+
- | **4096×4096** | |bad| 85.33 MiB | |bad| 85.33 MiB | |bad| 21.33 MiB | |bad| 85.33 MiB | |bad| 21.33 MiB |
- +---------------+---------------------+---------------------+---------------------+---------------------+---------------------+
- .. note::
- In the above table, memory usage will be reduced by 25% for images that do
- not have an alpha channel (RGB8). Memory usage will be further decreased by
- 25% for images that have mipmaps disabled.
- Notice how at larger resolutions, the impact of VRAM compression is much
- greater. With a 4:1 compression ratio (6:1 for opaque textures with S3TC), VRAM
- compression effectively allows a texture to be twice as large on each axis,
- while using the same amount of memory on the GPU.
- VRAM compression also reduces the memory bandwidth required to sample the
- texture, which can speed up rendering in memory bandwidth-constrained scenarios
- (which are frequent on integrated graphics and mobile). These factors combined
- make VRAM compression a must-have for 3D games with high-resolution textures.
- You can preview how much memory a texture takes by double-clicking it in the
- FileSystem dock, then looking at the Inspector:
- .. figure:: img/importing_images_inspector_preview.webp
- :align: center
- :alt: Previewing a texture in the Inspector
- Previewing a texture in the Inspector. Credit: `Red Brick 03 - Poly Haven <https://polyhaven.com/a/red_brick_03>`__
- Compress > High Quality
- ^^^^^^^^^^^^^^^^^^^^^^^
- .. note::
- High-quality VRAM texture compression is only supported in the Forward+ and
- Forward Mobile rendering methods.
- When using the Compatibility rendering method, this option is always
- considered disabled.
- If enabled, uses BPTC compression on desktop platforms and :abbr:`ASTC (Adaptive
- Scalable Texture Compression)` compression on mobile platforms. When using BPTC,
- BC7 is used for SDR textures and BC6H is used for HDR textures.
- If disabled (default), uses the faster but lower-quality S3TC compression on
- desktop platforms and ETC2 on mobile/web platforms. When using S3TC, DXT1 (BC1)
- is used for opaque textures and DXT5 (BC3) is used for transparent or normal map
- (:abbr:`RGTC (Red-Green Texture Compression)`) textures.
- BPTC and ASTC support VRAM compression for HDR textures, but S3TC and ETC2 do
- not (see **HDR Compression** below).
- Compress > HDR Compression
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- .. note::
- This option only has an effect on textures that are imported as HDR formats in Godot
- (``.hdr`` and ``.exr`` files).
- If set to **Disabled**, never uses VRAM compression for HDR textures, regardless
- of whether they're opaque or transparent. Instead, the texture is converted to
- RGBE9995 (9-bits per channel + 5-bit exponent = 32 bits per pixel) to reduce
- memory usage compared to a half-float or single-precision float image format.
- If set to **Opaque Only** (default), only uses VRAM compression for opaque HDR
- textures. This is due to a limitation of HDR formats, as there is no
- VRAM-compressed HDR format that supports transparency at the same time.
- If set to **Always**, will force VRAM compression even for HDR textures with an
- alpha channel. To perform this, the alpha channel is discarded on import.
- Compress > Normal Map
- ^^^^^^^^^^^^^^^^^^^^^
- When using a texture as normal map, only the red and green channels are
- required. Given regular texture compression algorithms produce artifacts that
- don't look that nice in normal maps, the :abbr:`RGTC (Red-Green Texture Compression)`
- compression format is the best fit for this data. Forcing this option to **Enable**
- will make Godot import the image as :abbr:`RGTC (Red-Green Texture Compression)` compressed.
- By default, it's set to **Detect**. This means that if the texture is ever detected to
- be used as a normal map, it will be changed to **Enable** and reimported automatically.
- Note that :abbr:`RGTC (Red-Green Texture Compression)` compression affects the
- resulting normal map image. You will have to adjust custom shaders that use the
- normal map's blue channel to take this into account. Built-in material shaders
- already ignore the blue channel in a normal map (regardless of the actual normal
- map's contents).
- In the example below, the normal map with :abbr:`RGTC (Red-Green Texture Compression)`
- compression is able to preserve its detail much better, while
- using the same amount of memory as a standard RGBA VRAM-compressed texture:
- .. figure:: img/importing_images_normal_map_rgtc.webp
- :align: center
- :alt: Normal map with standard VRAM compression (left) and with RGTC VRAM compression (right)
- Normal map with standard VRAM compression (left) and with RGTC VRAM compression (right)
- .. note::
- Godot requires the normal map to use the X+, Y+ and Z+ coordinates, which is
- known as an OpenGL-style normal map. If you've imported a material made to be
- used with another engine, it may be DirectX-style. In this case, the normal map
- needs to be converted by enabling the **Normal Map Invert Y** import option.
- More information about normal maps (including a coordinate order table for
- popular engines) can be found
- `here <http://wiki.polycount.com/wiki/Normal_Map_Technical_Details>`__.
- Compress > Channel Pack
- ^^^^^^^^^^^^^^^^^^^^^^^
- If set to **sRGB Friendly** (default), prevents the RG color format from being
- used as it does not support sRGB color.
- If set to **Optimized**, allows the RG color format to be used if the texture
- does not use the blue channel.
- A third option **Normal Map (RG Channels)** is *only* available in layered
- textures (:ref:`class_Cubemap`, :ref:`class_CubemapArray`, :ref:`class_Texture2DArray`
- and :ref:`class_Texture3D`). This forces all layers from the texture to be imported
- with the RG color format to reduce memory usage, with only the red and green
- channels preserved. This only has an effect on textures with the **VRAM Compressed**
- or **Basis Universal** compression modes.
- .. _doc_importing_images_mipmaps:
- Mipmaps > Generate
- ^^^^^^^^^^^^^^^^^^
- If enabled, smaller versions of the texture are generated on import. For
- example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, 8×8, 4×4, 2×2,
- 1×1). This has several benefits:
- - Textures will not become grainy in the distance (in 3D), or if scaled down due
- to camera zoom or CanvasItem scale (in 2D).
- - Performance will improve if the texture is displayed in the distance, since
- sampling smaller versions of the original texture is faster and requires less
- memory bandwidth.
- The downside of mipmaps is that they increase memory usage by roughly 33%.
- It's recommended to enable mipmaps in 3D. However, in 2D, this should only be
- enabled if your project visibly benefits from having mipmaps enabled. If the
- camera never zooms out significantly, there won't be a benefit to enabling
- mipmaps but memory usage will increase.
- Mipmaps > Limit
- ^^^^^^^^^^^^^^^
- .. UPDATE: Not implemented. When Mipmaps > Limit is implemented, remove this
- .. warning and remove this comment.
- .. warning::
- **Mipmaps > Limit** is currently not implemented and has no effect when changed.
- If set to a value greater than ``-1``, limits the maximum number of mipmaps that
- can be generated. This can be decreased if you don't want textures to become too
- low-resolution at extreme distances, at the cost of some graininess.
- Roughness > Mode
- ^^^^^^^^^^^^^^^^
- The color channel to consider as a roughness map in this texture. Only effective if
- **Roughness > Src Normal** is not empty.
- Roughness > Src Normal
- ^^^^^^^^^^^^^^^^^^^^^^
- The path to the texture to consider as a normal map for roughness filtering on
- import. Specifying this can help decrease specular aliasing slightly in 3D.
- Roughness filtering on import is only used in 3D rendering, not 2D.
- Process > Fix Alpha Border
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- This puts pixels of the same surrounding color in transition from transparent to
- opaque areas. For textures displayed with bilinear filtering, this helps
- mitigate the outline effect when exporting images from an image editor.
- .. image:: img/fixedborder.png
- It's recommended to leave this enabled (as it is by default), unless this causes
- issues for a particular image.
- Process > Premult Alpha
- ^^^^^^^^^^^^^^^^^^^^^^^
- An alternative to fixing darkened borders with **Fix Alpha Border** is to use
- premultiplied alpha. By enabling this option, the texture will be converted to
- this format. A premultiplied alpha texture requires specific materials to be
- displayed correctly:
- - In 2D, a :ref:`class_CanvasItemMaterial` will need to be created and
- configured to use the **Premul Alpha** blend mode on CanvasItems that use this
- texture.
- - In 3D, there is no support for premultiplied alpha blend mode yet, so this
- option is only suited for 2D.
- Process > Normal Map Invert Y
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Godot requires the normal map to use the X+, Y+ and Z+ coordinates, which is
- known as an OpenGL-style normal map. If you've imported a material made to be
- used with another engine, it may be DirectX-style. In this case, the normal map
- needs to be converted by enabling the **Normal Map Invert Y** import option.
- More information about normal maps (including a coordinate order table for
- popular engines) can be found
- `here <http://wiki.polycount.com/wiki/Normal_Map_Technical_Details>`__.
- Process > HDR as sRGB
- ^^^^^^^^^^^^^^^^^^^^^
- Some HDR images you can find online may be broken and contain sRGB color data
- (instead of linear color data). It is advised not to use those files. If you
- absolutely have to, enabling this option on will make them look correct.
- .. warning::
- Enabling **HDR as sRGB** on well-formatted HDR images will cause the
- resulting image to look too dark, so leave this disabled if unsure.
- Process > HDR Clamp Exposure
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Some HDR panorama images you can find online may contain extremely bright
- pixels, due to being taken from real life sources without any clipping.
- While these HDR panorama images are accurate to real life, this can cause the
- radiance map generated by Godot to contain sparkles when used as a background
- sky. This can be seen in material reflections (even on rough materials in
- extreme cases). Enabling **HDR Clamp Exposure** can resolve this using a smart
- clamping formula that does not introduce *visible* clipping – glow will keep
- working when looking at the background sky.
- Process > Size Limit
- ^^^^^^^^^^^^^^^^^^^^
- If set to a value greater than ``0``, the size of the texture is limited on
- import to a value smaller than or equal to the value specified here. For
- non-square textures, the size limit affects the longer dimension, with the
- shorter dimension scaled to preserve aspect ratio. Resizing is performed using
- cubic interpolation.
- This can be used to reduce memory usage without affecting the source images, or
- avoid issues with textures not displaying on mobile/web platforms (as these
- usually can't display textures larger than 4096×4096).
- .. _doc_importing_images_detect_3d_compress_to:
- Detect 3D > Compress To
- ^^^^^^^^^^^^^^^^^^^^^^^
- This changes the :ref:`doc_importing_images_compress_mode` option that is used
- when a texture is detected as being used in 3D.
- Changing this import option only has an effect if a texture is detected as being
- used in 3D. Changing this to **Disabled** then reimporting will not change the
- existing compress mode on a texture (if it's detected to be used in 3D), but
- choosing **VRAM Compressed** or **Basis Universal** will.
- SVG > Scale
- ^^^^^^^^^^^
- *This is only available for SVG images.*
- The scale the SVG should be rendered at, with ``1.0`` being the original design
- size. Higher values result in a larger image. Note that unlike font
- oversampling, this affects the physical size the SVG is rendered at in 2D. See
- also **Editor > Scale With Editor Scale** below.
- .. _doc_importing_images_editor_import_options:
- Editor > Scale With Editor Scale
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- *This is only available for SVG images.*
- If true, scales the imported image to match the editor's display scale factor.
- This should be enabled for editor plugin icons and custom class icons, but
- should be left disabled otherwise.
- Editor > Convert Colors With Editor Theme
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- *This is only available for SVG images.*
- If checked, converts the imported image's colors to match the editor's icon and
- font color palette. This assumes the image uses the exact same colors as
- :ref:`Godot's own color palette for editor icons <doc_editor_icons>`, with the
- source file designed for a dark editor theme. This should be enabled for editor
- plugin icons and custom class icons, but should be left disabled otherwise.
- .. _doc_importing_images_svg_text:
- Importing SVG images with text
- ------------------------------
- As the SVG library used in Godot doesn't support rasterizing text found in SVG
- images, text must be converted to a path first. Otherwise, text won't appear in
- the rasterized image.
- There are two ways to achieve this in a non-destructive manner, so you can keep
- editing the original text afterwards:
- - Select your text object in Inkscape, then duplicate it in place by pressing
- :kbd:`Ctrl + D` and use **Path > Object to Path**. Hide the original text
- object afterwards using the **Layers and Objects** dock.
- - Use the Inkscape command line to export an SVG from another SVG file with text
- converted to paths:
- ::
- inkscape --export-text-to-path --export-filename svg_with_text_converted_to_path.svg svg_with_text.svg
- Best practices
- --------------
- Supporting high-resolution texture sizes in 2D without artifacts
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- To support :ref:`multiple resolutions <doc_multiple_resolutions>` with crisp
- visuals at high resolutions, you will need to use high-resolution source images
- (suited for the highest resolution you wish to support without blurriness, which
- is typically 4K in modern desktop games).
- There are 2 ways to proceed:
- - Use a high base resolution in the project settings (such as 4K), then use the
- textures at original scale. This is an easier approach.
- - Use a low base resolution in the project settings (such as 1080p), then
- downscale textures when using them. This is often more difficult and can make
- various calculations in script tedious, so the approach described above is
- recommended instead.
- After doing this, you may notice that textures become grainy at lower viewport
- resolutions. To resolve this, enable **Mipmaps** on textures used in 2D in the
- Import dock. This will increase memory usage.
- Enabling mipmaps can also make textures appear blurrier, but you can choose
- to make textures sharper (at the cost of some graininess) by setting
- **Rendering > Textures > Default Filters > Texture Mipmap Bias** to a
- negative value.
- Use appropriate texture sizes in 3D
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- While there's no "one size fits all" recommendation, here are some general
- recommendations for choosing texture sizes in 3D:
- - The size of a texture should be adjusted to have a consistent texel density
- compared to surrounding objects. While this cannot be ensured perfectly when
- sticking to power-of-two texture sizes, it's usually possible to keep texture
- detail fairly consistent throughout a 3D scene.
- - The smaller the object appears on screen, the smaller its texture should be.
- For example, a tree that only appears in the background doesn't need a texture
- resolution as high as other objects the player may be able to walk close to.
- - Using power-of-two texture sizes is recommended, but is not required. Textures
- don't have to be square – sizes such as 1024×512 are acceptable.
- - There are diminishing returns to using large texture sizes, despite the
- increased memory usage and loading times. Most modern 3D games not using a
- pixel art style stick to 2048×2048 textures on average, with 1024×1024 and
- 512×512 for textures spanning smaller surfaces.
- - When working with physically-based materials in 3D, you can reduce memory
- usage and file size without affecting quality too much by using a lower
- resolution for certain texture maps. This works especially well for textures
- that only feature low-frequency detail (such as a normal map for a snow
- texture).
- If you have control over how the 3D models are created, these tips are also
- worth exploring:
- - When working with 3D models that are mostly symmetrical, you may be able to
- use mirrored UVs to double the effective texel density. This may look
- unnatural when used on human faces though.
- - When working with 3D models using a low-poly style and plain colors, you can
- rely on vertex colors instead of textures to represent colors on the model's
- surfaces.
- .. seealso::
- Images can be loaded and saved at runtime using
- :ref:`runtime file loading and saving <doc_runtime_file_loading_and_saving_images>`,
- including from an exported project.
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