How our Textures work
Highly detailed 3D-scans are optimized, corrected and baked into 8 different image-layers in order to setup physical materials for any kind of render-engine. All maps are 100% seamlessly tileable! By using the provided dephtmap you can reconstruct the original geometry of the surface (scanned with over 60mio polygons) - if displacement is not supported, just switch to the normal-map which is another representation of the scanned depth. You can also easily control the reflection behavior with our included maps for gloss/higloss and roughness. Cinema4D-materials for internal Advanced-render, Octane-render and VrayForC4D are included with all products.
8 Layers - Full Control
This map basically contains what we see as color in the real world. Use it in the diffuser color channel of your material-engine.
AO (Ambient Occlusion)
This map contains a distance-triggered shadow. In reality there is simply less ambient-light inside of cracks, holes, … You can multiply or inverse. Multiply it to the diffuse to get more or less contrast +/- 5-20%
This map contains information of how strong the glossiness acts on different parts of the surface. Use it as a mask or as a trigger-map in the specular-channel of your material engine. 100%
Similar to the gloss-map but with a lot more contrast and focus on more reflective parts. You can mix it with the gloss-map for a more flexible setup. 0-100%
This map tells the engine how blurry the gloss has to be. Use it as a mask or as a trigger-map in the roughness- or spec-width-channel of your material-engine. 100%
The bump-map in this set contains very small irregularities that lead to nice micro-shadows on the surface. Use it in the bump- or relief-channel of your material-engine. 0,5-20%
This is the displacement-map that contains the scanned depth-information. Use it in the displacement-channel of your engine. You should use it in combination with subdivision. The hight is specified.
The normal-map here contains the same info as the depth. You can use it alternatively to displacement. If mixed watch your shading! 100%