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The following article goes into more detail about the supported material formats on HEGIAS.

Supported sizes and formats.
A material texture should always be square and its resolution based on a power of two. We recommend the following resolutions:

512x512 px
1024x1024 px (= 1k)
2048x2048 px (= 2k)

The pixel size of the texture has a strong impact on the performance in VR and therefore large textures should be used very selectively. The maximum allowed resolution is 4096x4096 px (= 4k).
The file size (in KB or MB) only affects the download speed but has no influence on the performance in VR.

Not every texture of a material needs to be the same size; each texture should only be as large as necessary.

The following formats are currently supported for material textures:

Supported material textures.
HEGIAS supports PBR (Physically Based Rendering) textures. The so-called metalness-workflow is preferred. The following textures are supported:

Required textures:
Diffuse / Albedo / Base Color - gives the color to the material. Recommended format: PNG/JPG (sRGB) - compression allowed

Optional Textures:
Normal - simulates additional geometry. Preferred calculation method: DirectX. Recommended format: PNG (Linear)
Roughness - describes how smooth or rough the surface is. Recommended format: PNG (Linear)
Metalness - describes if the material is a metal. Recommended format: PNG (Linear)
Ambient Occlusion (AO) - simulates the light distribution on the material. Recommended format: PNG (Linear)
Emissive - simulates emissive areas on the material. Recommended format: PNG/JPG (sRGB) - compression allowed
Transparency / Opacity - defines the transparency of the material Recommended format: PNG (Linear)
Height / Bump - also simulates geometry; a simpler variant of the Normal Map. Recommended format: PNG (Linear)
Thumbnail - the preview image that will be displayed in the library. Recommended format: PNG/JPG (sRGB) - compression allowed

For a detailed description of the PBR workflow we recommend this article: The PBR guide by Allegorithmic

Tileable Patterns
In the 3D scene, materials are applied to a floor or wall and repeated over the entire surface. If the repetitions are to be seamless, the material pattern must be tileable. The following two examples explain tileable patterns:

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