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| en:store:texture [2025/09/26 08:18] – adminwiki | en:store:texture [2025/11/14 08:18] (current) – julia | ||
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| - | ==== Displacement Map ==== | ||
| - | 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: | ||
| - | |||
| - | |||
| - | ==== 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 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. | ||
| - | ==== Metalness Map ==== | ||
| - | 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 | ||
| - | - 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:// | ||
| - | |||
| - | ==== 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. | ||
| - | |||
| - | ==== Normal map ==== | ||
| - | A normal map influences the normal vector. In geometry, a normal vector is a vector that is orthogonal (i.e. right-angled, | ||
| - | |||
| - | The normal vector influences the direction of light reflection. The normal map can therefore be used to influence the light reflection. | ||
| - | |||
| - | 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. | ||
| - | |||
| - | {{: | ||
| - | **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. | ||
| - | |||
| - | |||
| - | ===Generating a normal map=== | ||
| - | |||
| - | |||
| - | {{ : | ||
| - | |||
| - | The '' | ||
| - | |||
| - | The '' | ||
| - | |||
| - | |||
| - | |||
| - | ==== 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 requires some changes, it can be created by clicking on the Generate button and saved with the Save button. | ||
| {{TOC 2-3}} | {{TOC 2-3}} | ||
| Line 64: | Line 7: | ||
| - Roughness: The roughness map defines smooth and rough areas. | - 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. | - 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 | + | - Heights and depths: The displacement or height map: These determine |
| - | The [[https:// | + | The [[https:// |
| For floor coverings or wall decorations, | For floor coverings or wall decorations, | ||
| - | - To ensure that the proportions | + | - To ensure that the proportions of the textures correspond to reality, dimensions are required for the size of the texture section. This [[https:// |
| - 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. | - 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. | ||
| Line 92: | Line 35: | ||
| | 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 planks emphasise the warm atmosphere of your rooms with their distinctive character. | | | 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 name | Oak parquet |
| | Material type | Parquet, oak | | | Material type | Parquet, oak | | ||
| | Service class | 32 | | | Service class | 32 | | ||
| Line 98: | Line 41: | ||
| | 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 | + | | Element |
| - | ===== Using the images ===== | + | ===== Use of the images ===== |
| - | Let's take a look at the technical details. The images have different meanings for the visualisation of surfaces | + | Let's take a look at the technical details. The images have different meanings for the visualisation of surfaces |
| - Diffuse Map | - Diffuse Map | ||
| - Normal Map | - Normal Map | ||
| - Roughness Map | - Roughness 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:// | ||
| + | |||
| + | <ifauth @admin> | ||
| + | <WRAP caution> | ||
| + | Pro tip: To manipulate the maps as desired via the image server, you can use the Ember component '' | ||
| + | * '' | ||
| + | * '' | ||
| + | |||
| + | Then one of the filter sliders must be moved and then the result can be seen. | ||
| + | </ | ||
| + | </ | ||
| + | |||
| + | |||
| + | ==== 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. | ||
| + | |||
| + | ==== 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 on this: [[https:// | ||
| + | |||
| + | 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 **normal quality indicator as a blue-purple circle below the texture object.** below the texture object. The less movement there is in the bright dot, the smaller the deviation from the vertical normal for this texture. | ||
| + | |||
| + | {{store: | ||
| + | **What does a rotating dot on the normal quality indicator mean?** If the bright dot rotates 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. | ||
| + | |||
| + | |||
| + | ===Creating a normal map=== | ||
| + | |||
| + | |||
| + | {{ store: | ||
| + | |||
| + | The button '' | ||
| + | |||
| + | The button '' | ||
| + | |||
| + | |||
| + | |||
| + | ==== 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 on the Generate button and saved with the Save button. | ||
| + | ==== Displacement map ==== | ||
| + | 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 about this: [[https:// | ||
| + | |||
| + | |||
| + | ==== 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 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 ==== | ||
| + | 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 at 50 MB** is set. Texture images that exceed this size will be reduced in size before uploading. | ||
| + | |||
