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en:store:texture [2025/08/18 15:01] – removed adminwikien:store:texture [2025/09/26 08:21] (current) – [Emissive Map] adminwiki
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 +{{TOC 2-3}}
 +
 +===== Textures =====
 +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:
 +  - Image: The diffuse map is a coloured image of the surface.
 +  - Reflection: The normal map determines how a light source is reflected in the surface.
 +  - Roughness: The roughness map defines smooth and rough areas.
 +  - Gloss: The metalness map (sometimes also called gloss map) determines how reflective a surface is at a given point.
 +  - Height and depth: The displacement or height map defines this information.
 +
 +The [[https://vrdoro.com/store/~/textures/ccHJvZHVjdElkPTIxMjgmc2VuZGVySWQ9MzA5NDg-c|example of this cobblestone pavement]] shows the effect of these elements. Turn the cube to the right against the light.
 +
 +The following applies to floor coverings or wall decorations, i.e. all textures that are applied to a surface:
 +  - 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://vrdoro.com/store/~/textures/ccHJvZHVjdElkPTMzMDAmc2VuZGVySWQ9MzA5NDg-c|parquet example]] shows a section measuring 5997 mm x 5997 mm.
 +  - 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.
 +
 +
 +
 +===== Product characteristics =====
 +Textures are often used for products that give surfaces their character. Surfaces can be:
 +  * 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.
 +
 +^ 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 |
 +
 +===== 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):
 +  - Diffuse map
 +  - Normal map
 +  - Roughness map
 +  - Metalness map
 +  - 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. The [[https://vrdoro.com/store/~/textures/ccHJvZHVjdElkPTIxMjgmc2VuZGVySWQ9MzA5NDg-c|example of cobblestones]] uses all image types supported by vrdoro.
 +
 +==== 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://de.wikipedia.org/wiki/Normalenvektor|Wikipedia]])
 +
 +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.
 +
 +{{:store:pasted:20240214-102834.png? Direct&200 |}}
 +**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.
 +
 +For flat surfaces such as floors or walls, only textures should be used where the normal quality indicator shows as stable a point as possible.
 +
 +
 +===Creating a normal map===
 +
 +
 +{{ :store:generatemap.png?direct&800 |}}
 +
 +The “'Generate”' button is used to create a normal map from the diffuse map. This button can be used if the textures do not have a normal map or if the normal map is incorrect. After the normal map has been created, the filter options are displayed with the default values used to create it. These values can be adjusted as needed. Each time the filter options are changed, a new map is created and the results can be seen on the texture sphere. 
 +
 +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 by clicking the Generate button and saved with the Save button.
 +==== Displacement Map ====
 +The displacement map, also known as a height map, defines the height range of the structure. It is also a greyscale 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 greyscale map that contains lighting data. It is often used in conjunction with the diffuse map to create small shadow details on the surface. (More on this: [[https://conceptartempire.com/ambient-occlusion-map|AO Map]])
 +
 +
 +==== ARM Map ====
 +ARM is the abbreviation for Ambient Occlusion, Roughness and Metallic. The ARM texture map combines the three textures into a single texture map with separate red, green and blue colour channels.
 +
 +==== Emissive Map ====
 +An emissive map is referred to as a fullbright map, glow map, incandescence map or self-illumination map. It is used to create a glowing effect in the dark, but does not emit light onto neighbouring surfaces. It can be used in conjunction with a diffuse map to add a glowing effect, such as magical runes on a sword or the heated material of a torch.
 +Metalness Map
 +A metalness map defines which areas of the material are metallic. It is a greyscale map where the black areas are dielectric and non-metallic and the white area represents metal.
 +Alpha Map
 +
 +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.
  

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en/store/texture.1755525670.txt.gz · Last modified: 2025/08/18 15:01 by adminwiki
vrdoroVR made easy

Table of Contents

vrdoro - The VR platform

Structure of the manual

Registration and login

Prerequisites

vrdoro-visualiser

  • Overview
  • Menu bar
  • Integration on the website
  • Setting up the headset
  • Tips for the headset
  • 2D image mode
  • visualiser projects
  • Products and tools
    • Room measurement
    • Floor coverings
    • Windows
    • Conservatory
    • Auxiliary tools

vrdoro - store

  • Assets
    • 3D models
    • 360 degree panoramas
    • 3D sets
    • Textures
  • Downloading assets
  • Asset management
  • Easy Share
  • Maker

vrdoro-editor

  • Overview
  • Create a VR room
  • Add 3D models
  • Configure environment
  • Publish project
  • Show configurator on own website
  • Expert knowledge
    • Edit textures
    • 3D sets

VR-Panorama-Tours

  • Panorama views
  • VR spot
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  • 3D model spot

Edit 3D models

  • Import
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  • Preparation
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  • Smoothing
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  • Set UV mapping
  • Simple modelling
  • Select
  • Requirements for models

FAQ

Glossary