Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
en:store:texture [2024/03/13 10:30] – [Normal map] julia | en:store:texture [2025/08/20 13:48] (current) – [Normal map] julia | ||
---|---|---|---|
Line 1: | Line 1: | ||
===== Textures ===== | ===== Textures ===== | ||
- | The textures | + | Textures enable a realistic representation of surfaces. If a texture is applied to a surface, it is given the corresponding appearance. These textures |
- | The **maximum texture file size is set to 50 MB** therefore | + | 1. image: |
+ | 2. reflection: The normal map determines how a light source is reflected in the surface. | ||
+ | 3. roughness: | ||
+ | 4. gloss: The metalness map (sometimes also called gloss map) determines how strongly reflective a surface | ||
+ | 5. heights and depths: The displacement | ||
- | ==== Diffuse map ==== | + | ===== Properties |
- | A diffuse map is the basic texture map and also called color map as it is used to set the color of the model. | + | Textures are often used for products |
- | ==== Normal map ==== | + | * Floors |
- | A normal map influences the normal vector. In geometry, a normal vector is a vector | + | * Walls |
+ | * Doors | ||
- | The normal vector influences | + | Ultimately, it is about the design |
- | When viewing a texture, we also display a **normal quality indicator at the bottom as a blue-purple circle under the texture object**. | + | The products have these properties, which contain information about the manufacturer and product. |
- | {{: | + | ^ Property ^ Example ^ |
- | **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 | + | | Manufacturer | Dinesen | |
+ | | Manufacturer email | info@dinesen.com | | ||
+ | | Product name | Oak Classic One | | ||
+ | | Order number | XT4711 | | ||
+ | | Name of the product line | PARK 18 (2200x181x14mm) | | ||
+ | | Description | ||
+ | | 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 | ||
+ | | Element width | 1200 | | ||
+ | | Element height | 300 | | ||
- | For straight | + | ===== Use of the images ===== |
+ | The images have different meanings for the visualisation of surfaces | ||
+ | 1. diffuse map | ||
+ | 2. normal map | ||
+ | 3. roughness map | ||
+ | 4. metalness map | ||
+ | 5. displacement or height map | ||
+ | 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. | ||
+ | ==== Diffuse map ==== | ||
- | ===Generate normal | + | The diffuse |
+ | ==== 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 about this: [[https:// | ||
- | {{: | + | The normal vector influences the direction of light reflection. The normal map can therefore be used to influence light reflection. |
- | The button '' | + | When viewing |
- | '' | + | {{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 | ||
+ | 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=== | ||
+ | |||
+ | |||
+ | {{en: | ||
+ | |||
+ | 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 | + | |
- | An emissive map is called | + | ==== Emissive |
- | This can be used with a Diffuse | + | An emissive map is known as a fullbright map, glow map, incandescence map or self-illumination map. It is used for a glow effect |
==== 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. | ||