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===== Textures ===== | ===== Textures ===== | ||
- | The textures described below can be managed with vrdoro. The diffuse map and the normal map are primarily used for VR scenes, which are also used on devices that are not very powerful. | + | Textures enable realistic representation of surfaces. When a texture is applied to a surface, it takes on the corresponding appearance. These textures are responsible for the following surface properties: |
- | The **maximum texture file size is set to 50 MB** therefore the texture images which are less than 50 MB can be uploaded | + | - Image: |
+ | - Reflection: The normal map determines how a light source is reflected in the surface. | ||
+ | - Roughness: | ||
+ | - Gloss: The metalness map (sometimes also called gloss map) determines how reflective a surface | ||
+ | - Height and depth: The displacement | ||
- | ==== Diffuse map ==== | + | The [[https://vrdoro.com/store/~/textures/ |
- | A diffuse map is the basic texture map and also called color map as it is used to set the color of the model. | + | |
- | ==== Normal map ==== | + | |
- | A normal map influences the normal vector. In geometry, a normal vector is a vector that is orthogonal (i.e. at right angles, perpendicular) to a straight line, curve, plane or (curved) surface. A straight line with this vector as a direction vector is called a normal vector (en: normal). (More information: | + | |
- | The normal vector influences | + | The following applies to floor coverings or wall decorations, |
+ | - In order for the proportions to correspond to reality when displaying the textures, measurements are required for the size of the texture section. This [[https:// | ||
+ | - To visualise an area that is larger than the area represented in the texture, the texture is repeated. To ensure that no seam is visible at this point, a seamless texture is required. | ||
- | When viewing a texture, we also display a **normal quality indicator at the bottom as a blue-purple circle under the texture object**. The more motionless the bright dot is there, the smaller the deviation from the vertical normal is for this texture. | ||
- | {{: | ||
- | **What does a rotating point on the normal quality indicator mean?** If the bright point rotates here, then a reflection is influenced by the normal map in such a way that a rotation of the surface around the vertical axis for a light reflection causes a position shift of the reflection. This means that if the texture is to be used for a floor covering, it makes a difference to the reflection if the surface is rotated by 180 degrees. The reflection of a sun on this reflective texture is then displayed offset, which can lead to undesirable effects. | ||
- | For straight surfaces such as floors or walls, only use textures where the normal quality indicator shows a point that is as stable as possible. | + | ===== Product characteristics ===== |
+ | Textures are often used for products | ||
+ | * Floors | ||
+ | * Walls | ||
+ | * Doors | ||
+ | * etc. | ||
+ | Ultimately, it is about the design of any product surface. | ||
+ | The products have these properties, which contain information about the manufacturer and product. | ||
- | ===Generate Button=== | + | ^ Property ^ Example ^ |
+ | | Manufacturer | Dinesen | | ||
+ | | Manufacturer email | [email protected] | | ||
+ | | Product name | Oak Classic One | | ||
+ | | Order number | XT4711 | | ||
+ | | Product line name | PARK 18 (2200x181x14mm) | | ||
+ | | Product line description | The 3-layer plank with character. The generous oak planks emphasise the warm atmosphere of your rooms with their distinctive features. | | ||
+ | | Material name | Oak parquet, smoked, calm | | ||
+ | | Material type | Parquet, oak | | ||
+ | | Service class | 32 | | ||
+ | | Abrasion class | AC3 | | ||
+ | | Durability class | 2 (1-5) | | ||
+ | | Delivery zone | AT, DE, FR, NL | | ||
+ | | Real-world width of the map | 7230 | | ||
+ | | Real-world height of the map | 6420 | | ||
+ | | Element width | 1200 | | ||
+ | | Element height | 300 | | ||
- | {{:en: | + | ===== Use of images ===== |
+ | Let's take a look at the technical details. The images have different meanings for the representation of surfaces on which these textures are applied. To achieve a realistic appearance, maps are required in the following order (from most important to least important): | ||
+ | | ||
+ | - Normal map | ||
+ | - Roughness map | ||
+ | - Metalness map | ||
+ | - Displacement or height map | ||
- | The button '' | + | Some maps contain similar information and can be used to generate other maps. For example, |
- | '' | + | ==== Diffuse Map ==== |
+ | The diffuse map is the basic texture and is also referred to as a colour map, as it is used to define the colours of the model. | ||
+ | ==== Normal Map ==== | ||
+ | A normal map influences the normal vector. In geometry, a normal vector is a vector that is orthogonal (i.e. perpendicular) to a straight line, curve, plane or (curved) surface. A straight line with this vector as its direction vector is called a normal vector (en: normal). (More on this: [[https:// | ||
+ | The normal vector influences the direction of light reflection. The normal map can therefore be used to influence light reflection. | ||
+ | When viewing a texture, we also display a **normal quality indicator as a blue-purple circle below the texture object**. The more stationary the bright spot is, the smaller the deviation from the perpendicular normal for this texture. | ||
- | ==== Roughness Map ==== | + | {{: |
+ | **What does a rotating point on the normal quality indicator mean?** If the bright point rotates here, the reflection is influenced by the normal map in such a way that a rotation of the surface around the vertical axis causes a positional shift of the reflection. This means that if the texture is to be used for flooring, rotating the surface by 180 degrees will make a difference in terms of reflection. The reflection of the sun on this reflective texture will then be offset, which can lead to undesirable effects. | ||
- | Roughness map gives information and details of the surface whether it is rough or smooth. It is grayscale map and it varies in all ranges of grey shades. | + | For flat surfaces such as floors |
- | Surface with less roughness value is more reflective and higher roughness | + | |
- | If the textures | + | |
+ | ===Creating a normal map=== | ||
+ | |||
+ | |||
+ | {{ : | ||
+ | |||
+ | The “' | ||
+ | |||
+ | The ‘Save’ button appears when we generate a normal map. Clicking the ‘Save’ button saves the newly generated normal map to the textures as a normal map or replaces the existing normal map with the new map. | ||
+ | |||
+ | |||
+ | |||
+ | ==== Roughness Map ==== | ||
+ | The roughness map provides information and details about the surface, whether it is rough or smooth. It is a greyscale map that varies in all shades of grey. A surface with a lower roughness value is more reflective, and a higher roughness shows fewer highlights. | ||
+ | |||
+ | If the texture does not have a roughness map or needs some changes, it can be created | ||
==== Displacement Map ==== | ==== Displacement Map ==== | ||
- | The displacement map, also known as the height map, defines the height range of the structure. It is also a grayscale | + | The displacement map, also known as a height map, defines the height range of the structure. It is also a greyscale |
- | ==== Ao Map ==== | + | ==== AO Map ==== |
- | An Ambient Occlusion | + | An ambient occlusion |
==== ARM Map ==== | ==== ARM Map ==== | ||
- | ARM is short for Ambient Occlusion, Roughness and Metallic. The ARM Texture Map combines the three textures into a single texture | + | ARM is the abbreviation |
==== Emissive Map ==== | ==== Emissive Map ==== | ||
- | An emissive map is called | + | An emissive map is referred to as a fullbright map, glow map, incandescence map or self-illumination map. It is used to create |
- | This can be used with a Diffuse | + | Metalness Map |
- | ==== Metalness Map ==== | + | A metalness map defines |
- | A metalness map is used to define | + | Alpha Map |
- | ==== Alpha Map ==== | + | |
- | Alpha map is grayscale texture where black represents transparent and white represent opaque. | + | |
+ | The alpha map is a greyscale texture where black represents transparent and white represents opaque. | ||
+ | ===== Notes ===== | ||
+ | For VR scenes that are also used on less powerful devices, the diffuse map and normal map are primarily used. The **maximum texture file size is set to 50 MB**. Texture images that exceed this size will be reduced in size before uploading. | ||