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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: | + | |
+ | ===== 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:// |
- | ARM is the abbreviation for Ambient Occlusion, Roughness and Metallic. The ARM texture map combines | + | |
- | ==== Emissive Map ==== | + | The following applies to floor coverings or wall decorations, i.e. all textures that are applied |
- | An emissive map is known as a fullbright map, glow map, incandescence map or self-illumination map. It is used to create | + | - In order for the proportions |
- | ==== Metalness Map ==== | + | - To visualise an area that is larger than the area represented |
- | 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 ===== |
- | | + | Textures are often used for products that give surfaces their character. Surfaces can be: |
+ | * Floors | ||
+ | * Walls | ||
+ | * Doors | ||
+ | | ||
- | 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:// | + | Ultimately, it is about the design |
- | ==== 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 | + | ^ 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 | ||
+ | | 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 | | ||
- | ==== Normal map ==== | + | ===== Use of images ===== |
- | A normal map influences | + | 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 |
+ | - 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 | + | 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:// |
- | 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 ==== |
- | {{: | + | The diffuse map is the basic texture |
- | **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 | + | |
- | For straight surfaces such as floors or walls, only use textures where the normal | + | ==== Normal Map ==== |
+ | A normal map influences | ||
+ | The normal vector influences the direction of light reflection. The normal map can therefore be used to influence light reflection. | ||
- | ===Generating | + | When viewing |
+ | {{: | ||
+ | **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. |
- | The '' | ||
- | The '' | + | ===Creating |
+ | {{ : | ||
- | ==== Roughness Map ==== | + | The “' |
- | The roughness | + | |
- | If the texture does not have a roughness | + | 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 |
- | {{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:// | ||
- | For floor coverings | + | ==== Roughness Map ==== |
- | - To ensure | + | The roughness map provides information and details about the surface, whether it is rough or smooth. It is a greyscale map that varies |
- | - 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:// | ||
- | ===== Properties of products ===== | + | ==== ARM Map ==== |
- | Textures are often used for products that give surfaces their character. Surfaces can be: | + | ARM is the abbreviation |
- | * Floors | + | |
- | * Walls | + | |
- | * doors | + | |
- | * etc. | + | |
- | Ultimately, it is about the design | + | ==== 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 | ||
+ | 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 | + | The alpha map is a greyscale texture where black represents transparent |
- | + | ===== Notes ===== | |
- | ^ Property ^ Example ^ | + | For VR scenes that are also used on less powerful devices, |
- | | 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 | ||
- | |