In order for detail to be created based on a displacement map, the mesh must be subdivided or tessellated so real geometry is created. This RGB information tells the 3D application the exact direction of the surface normals are oriented in for each and every polygon.ĭisplacement maps physically displace (as the name implies) the mesh to which they are applied. A normal map uses RGB information that corresponds directly with the X, Y and Z axis in 3D space. As we already know, a bump map uses grayscale values to provide either up or down information. In the end, a normal map does create the illusion of depth detail on the surface of a model but it does it differently than a bump map. There’s no additional resolution added to the geometry in your scene. As with bump maps, the first thing you need to understand about normal maps is that the detail they create is also fake. Normal maps can be referred to as a newer, better type of bump map. That’s only 256 different colours of black, grey or white. Typically, bump maps are grayscale images that are limited to 8-bits of colour information. No additional resolution is added to the model as a result of a bump map. ![]() Textures are artificially created on the surface of objects using grayscale and simple lighting tricks, rather than having to manually create individual bumps and cracks. Each map can be affected by scale to change the intensity of the map.īump maps create the illusion of depth and texture on the surface of a 3D model using computer graphics. Each works based on their own colour ranges. To add texture to a material you can use 3 different kinds of maps, Bump, Displacement and Normal. It is commonly used to create more subtle reflections such as on wet floor surfaces or in puddles. This controls the amount of other object reflecting in this material. SSRL stands for screen space reflections level. You can find the explanation of this later on in this document. If you use the material MeshPhysicalMaterialExt you change the intensity in the PBR tab. The intensity will change the shininess of the object. This image will be used spherical to wrap around the whole scene. The map is what you will see in the reflection of the object. To create proper reflections in your objects an environment map is needed. Important is to set the toggle next to transparent to on. All the grey values in between are values of transparency. In an opacity map, black is transparent and white is opaque. You can also use a map to selectively change the opacity based on the texture. To change the overall transparency, of the material, change the value of opacity to a lower one (1 is fully opaque and 0 is completely transparent) The opacity of a material can be changed in the transparency tab. ![]() The Diffuse colour can also be used to add a colour overlay onto the map. To have more detail than a single 1k map you can use tileable textures and scale the UV map accordingly. Select assign to open the media folders, in here you can add images to use for all the different functions. A map is used to add a picture to the material. This can be a solid colour or with a map. The colour or image of a material starts with the diffuse. This will help speed up your work later on in the configurator.įor Texturing and UV requirements go to Textures an UV’s ![]() Important is to name each material with a logical name. The reason behind this is that this one has the most versatile options to work with. The most commonly used material is MeshPhysicalMaterialExt. For materials, You can select from a few types.
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