Differences
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en:store:texture [2024/02/16 12:47] – [Diffuse map] julia | en:store:texture [2024/03/13 10:34] (current) – [Normal map] julia | ||
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===== Textures ===== | ===== 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 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 ==== | ==== Diffuse map ==== | ||
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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. | 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 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. | **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. | 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. | ||
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+ | ===Generate normal map=== | ||
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+ | The button '' | ||
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+ | '' | ||
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==== Roughness Map ==== | ==== Roughness Map ==== | ||
- | Roughness map gives information and details of the surface whether it is rough or shiny. It is grayscale map and it varies in all ranges of grey shades. | + | 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. | Surface with less roughness value is more reflective and higher roughness shows lower highlights. | ||
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+ | If the textures doesn' | ||
==== Displacement Map ==== | ==== 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. | 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. | ||
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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. | 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 ==== | ==== Metalness Map ==== | ||
- | A metalness map is used to define which areas of the material | + | A metalness map is used to define which areas of the material |
==== Alpha Map ==== | ==== Alpha Map ==== | ||
- | Alpha map is grayscale texture where black represents transparent and white represent opaque | + | Alpha map is grayscale texture where black represents transparent and white represent opaque. |