Differences
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| en:store:texture [2025/09/26 08:19] – adminwiki | en:store:texture [2025/11/14 08:18] (current) – julia | ||
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| ===== Textures ===== | ===== Textures ===== | ||
| - | Textures enable realistic representation of surfaces. | + | Textures enable |
| - | - Image: The diffuse map is a coloured image of the surface. | + | - 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. | + | - Reflection: The normal map determines how a light source is reflected in the surface. |
| - 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 reflective a surface is at a given point. | + | - Gloss: The metalness map (sometimes also called gloss map) determines how strongly |
| - | - Height | + | - Heights |
| - | The [[https:// | + | The [[https:// |
| - | The following applies to floor coverings or wall decorations, | + | For floor coverings or wall decorations, |
| - | - In order for the proportions | + | - To ensure that the proportions |
| + | - To visualise an area that is larger than the area shown in the texture, the texture is repeated. | ||
| - | ===== Product characteristics | + | ===== Properties of products |
| 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. | * etc. | ||
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| | Product name | Oak Classic One | | | Product name | Oak Classic One | | ||
| | Order number | XT4711 | | | Order number | XT4711 | | ||
| - | | Product | + | | Name of the product |
| - | | Product | + | | Description of the 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 images ===== | + | ===== Use of the images ===== |
| - | Let's take a look at the technical details. The images have different meanings for the representation | + | Let's take a look at the technical details. The images have different meanings for the visualisation |
| - | - Diffuse | + | - Diffuse |
| - | - Normal | + | - Normal |
| - | - Roughness | + | - Roughness |
| - | - Metalness | + | - Metalness |
| - | - 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:// | ||
| + | |||
| + | <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. | ||
| + | </ | ||
| + | </ | ||
| - | 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 ==== | ==== Diffuse Map ==== | ||
| - | 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. | + | 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 | + | ==== Normal |
| - | 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:// | + | A normal map influences the normal vector. In geometry, a normal vector is a vector that is orthogonal (i.e. at right angles, |
| 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 display a **normal quality indicator as a blue-purple circle below the texture object**. The more stationary | + | When viewing a texture, we also show an additional |
| - | {{:store: | + | {{store: |
| - | **What does a rotating | + | **What does a rotating |
| - | For flat surfaces such as floors or walls, only textures | + | For straight |
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| - | {{ :store: | + | {{ store: |
| - | The “' | + | The button '' |
| - | The ‘Save’ button appears when we generate | + | The button '' |
| ==== 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 the Generate button and saved with the Save button. | + | If the texture does not have a roughness map or needs some changes, it can be created by clicking |
| - | ==== Displacement | + | ==== Displacement |
| - | 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. | + | The displacement map, also called |
| ==== AO Map ==== | ==== AO Map ==== | ||
| - | An ambient occlusion | + | An Ambient Occlusion |
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| ==== Emissive Map ==== | ==== 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 | + | 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 ==== |
| - | A metalness map defines | + | A metalness map is used to define |
| - | Alpha Map | + | ==== Alpha Map ==== |
| - | The alpha map is a greyscale texture | + | The alpha map is a greyscale texture |
| ===== Notes ===== | ===== Notes ===== | ||
| - | For VR scenes that are also used on less powerful | + | The diffuse map and the normal map are primarily used for VR scenes that are also used on devices |
