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| en:store:texture [2024/03/13 10:26] – [Normal map] julia | en:store:texture [2025/11/14 08:18] (current) – julia | ||
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| + | {{TOC 2-3}} | ||
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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 a realistic representation of surfaces. If a texture is applied to a surface, it is given the corresponding appearance. These textures are responsible for the following properties of surfaces: |
| - | The **maximum texture file size is set to 50 MB** therefore | + | - 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 strongly reflective a surface | ||
| + | - Heights and depths: 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 | + | For floor coverings or wall decorations, |
| + | - To ensure that the proportions | ||
| + | - To visualise an area that is larger than the area shown in the texture, the texture is repeated. A seamless texture is required so that no seam is visible at this point. | ||
| - | 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. | + | ===== Properties of products ===== |
| + | 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 | | ||
| + | | Name of the product line | PARK 18 (2200x181x14mm) | | ||
| + | | Description of the product line | The 3-layer plank with character. The generous oak planks emphasise the warm atmosphere of your rooms with their distinctive character. | | ||
| + | | 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 | | ||
| + | ===== Use of the images ===== | ||
| + | Let's take a look at the technical details. The images have different meanings for the visualisation of surfaces on which these textures are applied. To achieve a realistic appearance, maps are required in this order (from important to less important): | ||
| + | - Diffuse Map | ||
| + | - Normal Map | ||
| + | - Roughness Map | ||
| + | - Metalness Map | ||
| + | - Displacement or Height Map | ||
| - | {{:en:store: | + | Some maps contain similar information and can be used to generate other maps. For example, a normal map can be generated from a height map or a displacement map. The [[https:// |
| - | The button | + | <ifauth @admin> |
| + | <WRAP caution> | ||
| + | Pro tip: To manipulate the maps as desired via the image server, you can use the Ember component | ||
| + | * '' | ||
| + | * '' | ||
| - | '' | + | Then one of the filter sliders must be moved and then the result can be seen. |
| + | </ | ||
| + | </ | ||
| + | ==== Diffuse Map ==== | ||
| + | |||
| + | The diffuse map is the basic texture and is also known as the 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. at right angles, perpendicular) to a straight line, curve, plane or (curved) surface. A straight line with this vector as the 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 show an additional **normal quality indicator as a blue-purple circle below the texture object.** below the texture object. The less movement there is in the bright dot, the smaller the deviation from the vertical normal for this texture. | ||
| + | |||
| + | {{store: | ||
| + | **What does a rotating dot on the normal quality indicator mean?** If the bright dot 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 shift in the position 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. | ||
| + | |||
| + | |||
| + | ===Creating a normal map=== | ||
| + | |||
| + | |||
| + | {{ store: | ||
| + | |||
| + | The button '' | ||
| + | |||
| + | The button '' | ||
| ==== Roughness 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. | ||
| - | Roughness | + | If the texture does not have a roughness |
| - | Surface with less roughness value is more reflective and higher | + | ==== Displacement map ==== |
| + | The displacement map, also called height map, defines the height range of the structure. It is also a greyscale | ||
| + | ==== AO Map ==== | ||
| + | An Ambient Occlusion or AO map is a greyscale map that contains lighting data. It is often used together with the diffuse map to create small shadow details on the surface. (More about this: [[https:// | ||
| - | If the textures doesn' | ||
| - | ==== Displacement Map ==== | ||
| - | The displacement map, also known as the height map, defines the height range of the structure. It is also a grayscale map that varies from black to white and defines the height of the structure. The white part of the texture represents the higher part of the material and the black areas represent the lower parts. | ||
| - | ==== Ao Map ==== | ||
| - | An Ambient Occlusion or AO map is a grayscale map which contains lighting data. It is often used along with diffusemap to make small shadow details on the surface. (More on this: [[https:// | ||
| ==== 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 known as a fullbright map, glow map, incandescence map or self-illumination map. It is used for a glow effect |
| - | This can be used with a Diffuse | + | |
| ==== Metalness Map ==== | ==== Metalness Map ==== | ||
| - | A metalness map is used to define which areas of the material are metallic. It is a grayscale | + | A metalness map is used to define which areas of the material are metallic. It is a greyscale |
| ==== Alpha Map ==== | ==== Alpha Map ==== | ||
| - | Alpha map is grayscale | + | |
| + | The alpha map is a greyscale | ||
| + | |||
| + | ===== Notes ===== | ||
| + | The diffuse map and the normal map are primarily used for VR scenes that are also used on devices that are not very powerful. The **maximum texture file size is set at 50 MB** is set. Texture images that exceed this size will be reduced in size before uploading. | ||
