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en:store:texture [2025/08/18 15:01] – created adminwiki | en:store:texture [2025/09/26 08:21] (current) – [Emissive Map] adminwiki | ||
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+ | {{TOC 2-3}} | ||
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===== Textures ===== | ===== Textures ===== | ||
- | Textures enable | + | Textures enable realistic representation of surfaces. |
- | 1. image: The diffuse map is a coloured image of the surface. | + | - Image: The diffuse map is a coloured image of the surface. |
- | 2. reflection: The normal map determines how a light source is reflected in the surface. | + | - Reflection: The normal map determines how a light source is reflected in the surface. |
- | 3. roughness: The roughness map defines smooth and rough areas. | + | - Roughness: The roughness map defines smooth and rough areas. |
- | 4. gloss: The metalness map (sometimes also called gloss map) determines how strongly | + | - Gloss: The metalness map (sometimes also called gloss map) determines how reflective a surface is at a given point. |
- | 5. heights | + | - Height |
+ | |||
+ | The [[https:// | ||
+ | |||
+ | 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. | ||
+ | |||
- | ===== Properties of products | + | ===== Product characteristics |
Textures are often used for products that give surfaces their character. Surfaces can be: | Textures are often used for products that give surfaces their character. Surfaces can be: | ||
* Floors | * Floors | ||
* Walls | * Walls | ||
* Doors | * Doors | ||
+ | * etc. | ||
Ultimately, it is about the design of any product surface. | Ultimately, it is about the design of any product surface. | ||
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| Product name | Oak Classic One | | | Product name | Oak Classic One | | ||
| Order number | XT4711 | | | Order number | XT4711 | | ||
- | | Name of the product | + | | Product |
- | | Description of the product | + | | Product |
- | | Material name | Oak parquet smoked calm | | + | | Material name | Oak parquet, smoked, calm | |
| Material type | Parquet, oak | | | Material type | Parquet, oak | | ||
| Service class | 32 | | | Service class | 32 | | ||
| Abrasion class | AC3 | | | Abrasion class | AC3 | | ||
- | | Durability class | 2 (1-5) | | + | | Durability class | 2 (1-5) | |
| Delivery zone | AT, DE, FR, NL | | | Delivery zone | AT, DE, FR, NL | | ||
- | | Real world width of the map | 7230 | | + | | Real-world width of the map | 7230 | |
- | | Real world height of the map | 6420 | | + | | Real-world height of the map | 6420 | |
| Element width | 1200 | | | Element width | 1200 | | ||
| Element height | 300 | | | Element height | 300 | | ||
- | ===== Use of the images ===== | + | ===== Use of images ===== |
- | The images have different meanings for the visualisation | + | Let's take a look at the technical details. |
- | 1. diffuse | + | - Diffuse |
- | 2. normal | + | - Normal |
- | 3. roughness | + | - Roughness |
- | 4. metalness | + | - Metalness |
- | 5. displacement | + | - Displacement |
- | 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. | + | 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:// |
- | ==== Diffuse | + | ==== Diffuse |
- | 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. | + | 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 | + | ==== Normal |
- | A normal map influences the normal vector. In geometry, a normal vector is a vector that is orthogonal (i.e. at right angles, | + | 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. | 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 | + | When viewing a texture, we also display a **normal quality indicator as a blue-purple circle below the texture object**. The more stationary |
- | {{store: | + | {{:store: |
- | **What does a rotating | + | **What does a rotating |
- | For straight | + | For flat surfaces such as floors or walls, only textures |
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- | {{en:store:pasted: | + | {{ :store:generatemap.png? |
- | The button '' | + | The “' |
- | The button '' | + | The ‘Save’ button appears when we generate |
==== 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. | + | 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 | + | 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 | + | ==== Displacement |
- | The displacement map, also called | + | 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 ==== | ==== AO Map ==== | ||
- | An Ambient Occlusion | + | An ambient occlusion |
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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. | 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 | + | ==== Emissive |
- | An emissive map is known as a fullbright map, glow map, incandescence map or self-illumination map. It is used for a glow effect in the dark, but does not emit any light onto neighbouring surfaces. It can be used in conjunction with a diffuse map to add a glow effect, such as magical runes on a sword or the heated material of a torch. | + | An emissive map is referred to as a fullbright map, glow map, incandescence map or self-illumination map. It is used to create |
- | ==== Metalness Map ==== | + | Metalness Map |
- | A metalness map is used to define | + | A metalness map defines |
- | ==== Alpha Map ==== | + | Alpha Map |
- | + | ||
- | The alpha map is a greyscale texture in which black stands for transparent and white for opaque. | + | |
+ | The alpha map is a greyscale texture where black represents transparent and white represents opaque. | ||
===== Notes ===== | ===== Notes ===== | ||
- | The diffuse map and the normal map are primarily used for VR scenes that are also used on devices | + | For VR scenes that are also used on less powerful |