vrdoroVR made easy
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en:store:texture [2025/08/20 13:48] – [Normal map] juliaen:store:texture [2025/11/14 08:18] (current) – julia
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 +{{TOC 2-3}}
 +
 ===== Textures ===== ===== Textures =====
 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: 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:
-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 reflective a surface is at the location. +  - Gloss: The metalness map (sometimes also called gloss map) determines how strongly reflective a surface is at the location. 
-5. heights and depths: The displacement or height map: These define this information.+  - Heights and depths: The displacement or height map: These determine this information. 
 + 
 +The [[https://vrdoro.com/store/~/textures/ccHJvZHVjdElkPTIxMjgmc2VuZGVySWQ9MzA5NDg-c|Beispiel of this cobblestone]] shows the effect of these elements. Turn the cube to the right against the light. 
 + 
 +For floor coverings or wall decorations, i.e. for all textures that are applied to a surface: 
 +  - To ensure that the proportions of the textures correspond to reality, dimensions are required for the size of the texture section. This [[https://vrdoro.com/store/~/textures/ccHJvZHVjdElkPTMzMDAmc2VuZGVySWQ9MzA5NDg-c|Parkettbeispiel]] shows a section of 5997 mm x 5997 mm. 
 +  - 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. 
 + 
  
 ===== Properties of products ===== ===== Properties of products =====
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   * 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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 | Order number | XT4711 | | Order number | XT4711 |
 | Name of the product line | PARK 18 (2200x181x14mm) | | Name of the product line | PARK 18 (2200x181x14mm) |
-| Description of the product line | The 3-layer plank with character. The generous oak wideplank emphasises the warm atmosphere of your rooms with its characterful features. |+| 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 name | Oak parquet smoked calm |
 | Material type | Parquet, oak | | Material type | Parquet, oak |
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 ===== Use of the images ===== ===== Use of the images =====
-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): +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): 
-1. diffuse map +  - Diffuse Map 
-2. normal map +  - Normal Map 
-3. roughness map +  - Roughness Map 
-4. metalness map +  - Metalness Map 
-5. displacement or height 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|Beispiel of the cobblestone]] uses all image types supported by vrdoro. 
 + 
 +<ifauth @admin> 
 +<WRAP caution> 
 +Pro tip: To manipulate the maps as desired via the image server, you can use the Ember component ''ProductEnvEditor'' to $E in the browser and then execute the following: 
 +  * ''$E.fixedFilterOptions = {}'' # this removes the tint-filter 
 +  * ''$E.setParam = () => { return ['mod=2&filt=duotone&start=888&stop=111'] }'' # define any parameters 
 + 
 +Then one of the filter sliders must be moved and then the result can be seen. 
 +</WRAP> 
 +</ifauth>
  
-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 ====+==== 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. 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 ==== ==== 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://de.wikipedia.org/wiki/Normalenvektor|Wikipedia]])+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://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. The normal vector influences the direction of light reflection. The normal map can therefore be used to influence light reflection.
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-{{en:store:pasted:20240313-102628.png?direct&800}}+{{ store:generatemap.png?direct&800 |}}
  
 The button ''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 the normal map is not correct. After the normal map has been created, the filter options are displayed with the default values with which it was created. These values can be adjusted as required. Each time the filter options are changed, a new map is created and the results can be seen on the texture sphere.  The button ''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 the normal map is not correct. After the normal map has been created, the filter options are displayed with the default values with which it was created. These values can be adjusted as required. Each time the filter options are changed, a new map is created and the results can be seen on the texture sphere. 
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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 map ====+==== Emissive Map ====
 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 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.
 ==== Metalness Map ==== ==== Metalness Map ====

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en/store/texture.1755694101.txt.gz · Last modified: 2025/08/20 13:48 by julia
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
  • Devices for MR/VR use
  • 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

  • Asset
    • 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
  • 3D model
  • 3D model spot

Edit 3D models

  • Import
  • Export
  • Preparation
  • Statistics
  • Scaling
  • Measuring
  • Centring
  • Colouring
  • Reduce
    • Decimate
    • Edges
    • Meshes
  • Smoothing
  • Repair models
  • Cutting models to size
  • Aligning models
  • Set UV mapping
  • Simple modelling
  • Select
  • Requirements for models

FAQ

Glossary