Every veneer comes with three or more color variations – 112 in total. These are not just simple color-shifted copies of the original diffuse map. To achieve authentic results, we instead employed various kinds of post-processing to match photographic reference as closely as possible.
Beside several color variations, each texture consists of maps containing information to surface normals, surface height and reflectivity – all essential for realistic rendering results. In addition, some materials also include anisotropy or ambient occlusion maps.
Large Area, High Resolution
Most textures come in two different size/resolution variants. One with a large surface area of 2.4m x 2.4m at 106 DPI, and one that provides a higher resolution of 212 DPI for a smaller area (2.4m x 0.6m / 1.2m x 1.2m). This allows for both, large-scale applications (e.g. on walls), as well as smaller-scale applications in close-up.
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How to use
Here some basic pointers on how to use this product effectively.
Texture file management
Best practice is to copy all texture files to a local hard drive to have them at the ready. Use an SSD for faster access speeds. Put map files into appropriate sub-folders, e.g. ‘maps\wood’.
Tell your rendering software where to look for texture maps. Most offer a configuration dialog where you can add new folders.
Normal maps vs. bump maps
The normal maps included in this product also encode anisotropic information to some extent, in addition to the actual surface normal. While this greatly enhances the look of the bare wood, it also means that these maps, in most cases, are unsuitable for the coating layer of a material setup.
This is where the also included bump map comes in handy, as it only contains the pure height information.
Custom color variations
We provide uncompressed versions of the diffuse maps in PNG format as an optional download. You may use these to create your own texture variations without having to worry about compression artifacts and the reduced color fidelity of JPEG files.
Correct gamma settings for maps
When adding texture maps to a material, the correct gamma setting for the map should be set. Please consult the documentation of your rendering software to learn how this is done.
|Map type||Gamma setting|
|Diffuse (_d), Specularity (_s),|
Ambient Occlusion (_ao)
|Normals (_n), Bump (_b) ,|
Anisotropy Angle (_aa)