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A naming convention is used for all maps to make sure that the maps will be plugged in the right parameter of a texture or other map. Map names have the following part names:
All two dimensional map names begin with 2d_. They will be wrapped around the surface according to the surfaces own uv coordinates. In most surfaces, the u coordinate runs from zero to one horizontally. This means that there will be a seam where zero meets one on the surface.
Three dimensional maps will have no visible seams when applied to three dimensional objects. Their names begin with 3d_.
The part names value, color, or bump refer to the result of the output and type of the map.
The last part of the map name gives a description of the map.
Modifier maps need another map to be plugged-in, which can then be modified. Every modifier map has a parameter for a map. This map may be a modifier map again. Modifier maps are not visible in the Texture Preview window when you click on them; they only become visible when another map is plugged into them.