===== Textures ===== The textures described below can be managed with vrdoro. The diffuse map and the normal map are primarily used for VR scenes, which are also used on devices that are not very powerful. The **maximum texture file size is set to 50 MB** therefore the texture images which are less than 50 MB can be uploaded or it shows maximum file size exceeded alert message. ==== Diffuse map ==== A diffuse map is the basic texture map and also called color map as it is used to set the color 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 a direction vector is called a normal vector (en: normal). (More information: [[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 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. {{:store:pasted:20240214-102834.png?direct&200 |}} **What does a rotating point on the normal quality indicator mean?** If the bright point 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 position shift 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. ===Generate normal map=== {{:en:store:pasted:20240313-102628.png?direct&800}} The button ''Generate'' is used to create a normal map from the diffuse map. This button can be used if the texture doesnot have normal map or the normal map is not correct. After normal map is generated it shows the filter options with the default values in which it is generated. These values can be adjusted according to the need. On every change in the filter options new map is generated and the results can be seen on the texture sphere. ''Save'' button appears when we generate normal map on clicking on the ''save'' button, the newly generated normal map is saved to the textures as normal map or it replaces the existing normal map with the new map. ==== Roughness Map ==== Roughness map gives information and details of the surface whether it is rough or smooth. It is grayscale map and it varies in all ranges of grey shades. Surface with less roughness value is more reflective and higher roughness shows lower highlights. If the textures doesn't have roughness map or it needs some changes it can be generated by clicking the ''Generate'' button and can be saved using ''save'' button. ==== Displacement Map ==== The displacement map, also known as the height map, defines the height range of the structure. It is also a grayscale 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 grayscale map which contains lighting data. It is often used along with diffusemap to make small shadow details on the surface. (More on this: [[https://conceptartempire.com/ambient-occlusion-map|AO Map]]) ==== ARM Map ==== ARM is short for Ambient Occlusion, Roughness and Metallic. The ARM Texture Map combines the three textures into a single texture maps separate color channels Red, Green and Blue. ==== Emissive Map ==== An emissive map is called a Fullbright Map, Glow Map, Incandescence Map, or Self-Illumination Map. This is used for a glow in the dark effect, but does not emit light onto adjacent surfaces. This can be used with a Diffuse map to add a glow effect, such as magic runes on a sword or the heated material on a torch. ==== Metalness Map ==== A metalness map is used to define which areas of the material are metallic. It is a grayscale map in which the black areas are dielectric and non-metallic and the white area represents metal. ==== Alpha Map ==== Alpha map is grayscale texture where black represents transparent and white represent opaque.