Diffuse (albedo) color defined by red, green and blue channels in sRGB color space.
For exact color tone reproduction please provide exact color values. An alternative is to provide color codes in other industry standard systems that we can convert to RGB values. Examples:
Avoid extreme values (0.0 or 1.0) and leave some headroom (min:0.04 and max:0.9)
The roughness value defines how rough or smooth a material is.
0.0 is perfectly smooth with sharp reflections.
1.0 is completely matte/dull surface
1.0 for metals
0.0 for non-metals (dielectrics)
A physical material is always either metal or non-metal (conductor or dielectric). Mixed values only make sense to mimic the appearance of layered materials (e.g. a bit of dust on a metal surface)
Alpha / Opacity
0.0 is completely invisible
1.0 completely opaque (the default)
Transmission factor. Useful for creating transparent materials like glass.
If an object is transmissive, its base color is used as transmissive color. This is useful to create colored glass.
0.0 fully opaque (the default)
1.0 is completely transmissive with (fresnel) reflections and specular highlights
Index of refraction (IOR)
In optics, when light changes the medium (e.g. from air to glass) it changes its direction due to different medium densities. The IOR is controlling the angle in which light is refracted when entering/leaving. At the moment this won't have effect in real-time renderings.
Default is 1.52, the IOR of plate glass ( https://en.wikipedia.org/wiki/List_of_refractive_indices )
Enables alpha testing - use with alpha channel (opacity) texture
Alpha values below this value will not be visible at all. Defaults to
0.0, meaning there is no no alpha cutoff.
By default in real-time renderings a back-face culling is applied. This means polygons/triangles are only visible from one side. If
doubleSided is true, they are visible from both sides.
Useful for billboards, semi-transparent fabrics or plant leaves.
Occlusion strength (real-time rendering only)
If an occlusion texture is present, its values are scaled by this factor.
Texture requirements for 3D Configurators:
You may provide the following texture map types
- Base color (with optional alpha channel)
- Normal map
- Occlusion, Roughness and Metallic channels in a combined map.
.jpeg or .png
Resolution of the files:
Recommended for best 3D quality visualization: 2048px x 2048px
For real-time rendering we automatically optimize the images
- down to a platform specific maximum (currently 512 pixels for static items and 1024 pixels for configurable materials)
- so that the pixel size is a power of two (eg. 32, 64, 128, 256, 512 or 1024 Pixel)
- A lossy image compression is applied.
Base Color Map
If a diffuse texture is present, its values will get multiplied (and thus darkened) with the base color values in linear color space.
For partial transparency you may provide an alpha channel (in a .PNG file). The alpha channel is used for opacity and multiplied with the opacity factor.
Normal maps can be used to add details / surface irregularities to materials without complicating the geometry.
Left to right: Normal Map; Render without normal map, Render with normal map
- Tangent-space normals
- Right-handed coordinates (+X,+Y,+Z; OpenGL standard)
Combined Occlusion Roughness and Metallic texture
If you want to provide maps for any of occlusion, roughness or metallic values, you have to combine them into a single image with the following channel mapping
- Red channel: occlusion
- Green channel: roughness
- Blue channel: metallness
The occlusion channel is multiplied with the material's occlusion strength value. The roughness channel is multiplied by the material's roughness value. The metallic value is multiplied by the material's metallic value.
If you cannot provide all three channels, leave the the unused channel at the following default values:
- Red-occlusion: 1.0 (complete white)
- Green-roughness: 1.0 (complete white)
- Metallic: 0.0 (complete black)
Note: This is similar to the mapping in the glTF 2.0 specification
In order to repeatedly tile a texture across a surface, we need it to be seamless without special light effects, seams, boarders, artificial and blurry transitions, etc.
Texture example images:
Texture with seams:
*To create tileable textures make sure that unique patterns match. If there are any distinctive elements, such as wood grains or fabric stamping, make sure that they are not repeating too often because then it is visible that the texture is tiled. This can be avoided by taking a texture sample of a bigger surface or by cloning away the obvious repeating elements, so that the effect can be reduced.
Roomle texture requirements for HD renderings:
We can optimize and deliver the textures based on the needs for your rendering use case as a service.