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Supported Material Textures

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:

  • JPG
  • PNG


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:




Updated on: 28/05/2025

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