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en:store:texture [2025/09/26 08:18] – adminwikien:store:texture [2025/09/26 08:21] (current) – [Emissive Map] adminwiki
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-==== Displacement Map ==== +{{TOC 2-3}}
-The displacement map, also called 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 together with the diffuse map to create small shadow details on the surface. (More information: [[https://conceptartempire.com/ambient-occlusion-map|AO Map]])+
  
 +===== 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.
  
-==== ARM Map ==== +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.
-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 ==== +The following applies to floor coverings or wall decorations, i.e. all textures that are applied to a surface: 
-An emissive map is known as a fullbright map, glow map, incandescence map or self-illumination map. It is used to create 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. +  - 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. 
-==== Metalness Map ==== +  - 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.
-A metalness map is used to define which areas of the material are metallic. It is a greyscale map in which the black areas are dielectric and non-metallic and the white area represents metal. +
-==== Alpha Map ====+
  
-The alpha map is a greyscale texture in which black stands for transparent and white for opaque. 
  
-===== 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 to 50 MB**. Texture images that exceed this size will be reduced in size before uploading. 
  
-- Metalness Map +===== Product characteristics ===== 
-  - Displacement or Height Map+Textures are often used for products that give surfaces their character. Surfaces can be: 
 +  * Floors 
 +  * Walls 
 +  * Doors 
 +  * etc.
  
-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.+Ultimately, it is about the design of any product surface.
  
-==== Diffuse Map ====+The products have these properties, which contain information about the manufacturer and product.
  
-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.+^ 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 |
  
-==== Normal map ==== +===== Use of images ===== 
-A normal map influences the normal vector. In geometry, a normal vector is a vector that is orthogonal (i.e. right-angled, 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 information: [[https://de.wikipedia.org/wiki/Normalenvektor|Wikipedia]])+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
  
-The normal vector influences the direction of light reflection. The normal map can therefore be used to influence the light reflection.+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.
  
-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.+==== Diffuse Map ====
  
-{{:store:pasted:20240214-102834.png?Direct&200 |}} +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.
-**What does a rotating dot on the normal quality indicator mean? If the bright dot is rotating 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.+==== 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.
  
-===Generating a normal map===+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.
  
-{{ :store:generatemap.png?direct&800 |}}+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.
  
-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 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 ''Save'' button appears when we create a normal map. If you click on the "Save" button, the newly created normal map will be saved in the textures as a normal map or the existing normal map will be replaced by the new map. +===Creating a normal map===
  
  
 +{{ :store:generatemap.png?direct&800 |}}
  
-==== Roughness Map ==== +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 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 requires some changes, it can be created by clicking on the Generate button and saved with the Save button. +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. 
-{{TOC 2-3}}+
  
-===== 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: 
-  - 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 strongly reflective a surface is at the location. 
-  - Heights and depths: The displacement or height map: These define this information. 
  
-The [[https://vrdoro.com/store/~/textures/ccHJvZHVjdElkPTIxMjgmc2VuZGVySWQ9MzA5NDg-c|Example 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: +==== Roughness Map ==== 
-  - To ensure that the proportions in the representation of the textures correspond to reality, dimensions are required for the size of the texture section. This [[https://vrdoro.com/store/~/textures/ccHJvZHVjdElkPTMzMDAmc2VuZGVySWQ9MzA5NDg-c|parquet example]] shows a section of 5997 mm x 5997 mm. +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.
-  - 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.+
  
 +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]])
  
  
-===== Properties of products ===== +==== ARM Map ==== 
-Textures are often used for products that give surfaces their character. Surfaces can be: +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.
-  * Floors +
-  * Walls +
-  * doors +
-  * etc.+
  
-Ultimately, it is about the design of any product surface.+==== 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 products have these properties, which contain information about the manufacturer and product. +The alpha map is a greyscale texture where black represents transparent and white represents opaque. 
- +===== Notes ===== 
-^ Property ^ Example ^ +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.
-| 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 | Smoked oak parquet 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 |+
  
-===== Using the images ===== 
-Let's take a look at the technical details. The images have different meanings for the visualisation of surfaces to 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 
-   

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en/store/texture.1758871137.txt.gz · Last modified: 2025/09/26 08:18 by adminwiki
vrdoroVR made easy

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vrdoro - The VR platform

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