--- title: "Get Texel Density" url: "https://help.maxon.net/c4d/en-us/Content/html/UV_Get_Texel_Density.html" section_path: "The UV Editor and Its Tools - An Introduction > Get Texel Density" description: "A Texel is a single unit of a texture as it corresponds to a point on a 3D surface, similar to how a pixel is a unit of a 2D image." --- # Get Texel Density > **Tip:** **A Definition: Texel and Texel Density** > > A *Texel* is a single unit of a texture as it corresponds to a point on a 3D surface, similar to how a pixel is a unit of a 2D image. > > *Texel Density* (or short *TD*) is a measure of how many texture pixels (*Texels*) are applied per unit of 3D space, determining how detailed a surface appears. > > The larger the UV polygons within a UV tile, the higher their *Texel Density*, and the more details and pixels from an assigned texture (*Texels*) can be mapped onto them. Similarly, the *Texel Density* also increases when a higher-resolution texture is loaded.\ > To ensure consistent texture quality when displayed on 3D objects, especially when objects use multiple UV islands in the UV unwrap, the average *TD* of selected polygons can be calculated and then transferred to other UV polygons, for example, using [Set Texel Density (Selected)](https://help.maxon.net/c4d/en-us/Content/html/UV_Set_Texel_Density.html.md). In practice, this results in the proportions of the UV islands being adjusted so that an identical density of texture pixels can be rendered. First, select a few of the UV polygons whose current display quality—in relation to the assigned texture—you like. Executing **Get Texel Density** will then evaluate the size of these areas in relation to the texture resolution and display the result as a numerical **TD** value above the *UV Editor*. By using [Set Texel Density (All)](https://help.maxon.net/c4d/en-us/Content/html/UV_Set_Texel_Density_All.html.md) or [Set Texel Density (Selected)](https://help.maxon.net/c4d/en-us/Content/html/UV_Set_Texel_Density.html.md) that value can then be transfered to other UV polygons. --- > **Tip:** **Texel Density - What is it?** > > The so-called *Texel Density* is an important measure, particularly in the field of video games. It indicates how many texture pixels are projected per object surface. There are essentially 3 reasons to care about *Texel Densities*: > > - Texture Resolution: If the *Texel Density* is too low, textures appear spongy when you approach them. If it is too large, the textures may appear crisp from close up, but you may be wasting valuable UV area. > - Texture Homogeneity: In a scene, objects stand out that have a completely different *Texel Density* than their surroundings. This can disturb the immersion in video games, for example. It is therefore important to use similar *Texel Densities* in a scene. > - Texture Efficiency: Video game engines tend to have limited memory and computing capacity, so it is important to keep the *Texel Density* as low as possible and still look good. This is why, for example, *Texel Densities*are defined for assets in video game productions, which employees must adhere to in order to ensure fast and high-quality texture display in all game situations. > > To calculate the *Texel Density* for the UV polygons within the UV tile and display it in color, you must specify two values: the texture *Resolution* and the target *Texel Density* you try to achieve. You can do this using the two value fields located at the top right of the *UV Editor.* > > ![Image: 2025-3_UDIM_10_.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/2025-3_UDIM_10_.png)\ > From top to bottom: smaller, larger, inhomogeneous Texel Densities (due to varied UV mesh). > > **Resolution** > > A map target size in pixels can be freely set here.\ > You will find a small menu on the right where you can select one of the common texture sizes (e.g. 2k, 4k, 8k corresponding to 2048\*2048, 4096\*4096, 8192\*8192 pixels - textures are usually square corresponding to a UV tile). > > **TD** > > You will find a small menu on the right where you can select one of the common *Texel Densities*. To give you a rough guide, in the video game sector, there are roughly 3 different types of game in which the camera can generally get more or less close to assets. Choose the following *Texel Densities*, for example: > > - First person (games from the first person perspective): e.g. 10.24 > - Third person (games where the camera is placed behind the character): e.g. 5.12 > - Top Down (games from which you look at the action from above): e.g. 2.56 or smaller. > > In general, the closer the camera is to the asset, the higher the *Texel Density* should be. In a first person shooter, for example, you can get as close as you like to an asset, which is why higher *Texel Densities* are required here. > > ![Image: UV_Editor_Display_10.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_10.png)\ > The two drop down menus and parameter inputs about the Texture **Resolution** of one UV tile and the Texel Density (**TD**) that should be enforced.