Design Nomenclature / Digital Model Making

Texel Density

Also called texel ratio, pixels per unit, TD

Texture pixels per unit of surface, quoted as px/cm or px/m. It is the one thing that makes texture resolution consistent across an asset: two objects at the same density read as the same material; at different densities they read as different budgets. Set it as a project standard, not per model.

Three islands sitting on one checker, uniform across the whole sheet because a texel is one size in the texture. The same crate appears twice: at 512 px/m it is a 4×4 island, at 1024 px/m an 8×8 one — four times the sheet for the same object, so twice as many checkers span it. The floor, also at 512, spans checkers at the crate's rate, which is what makes the two read as one material.

Not to be confused with

Origin

Texel is texture element, formed on pixel from picture element. The coinage carries the whole idea — a texture is a sampled grid, and a texel has a real-world size once it lands on a surface.

How this term connects

DPILODPPIResolutionTexture BakingTexture PaintingTilingTrim SheetUDIMUV SeamUV UnwrapTexel Density
Related Confused with