
How software reads texture layers
When a surface looks convincingly real in a render, it’s because the software blends several image layers—each telling light how to behave. Here’s the plain-English tour.
Base colour, bump/normal, specular/roughness and reflection/metalness combine to produce the final picture.
The core layers
- Base Colour (Diffuse) — the paint job: bricks, timber grain, plaster tint.
- Bump / Normal — fakes fine height changes so light bends as if grooves or stone are present.
- Specular / Roughness — controls highlight sharpness: glossy benchtop vs. matte wall.
- Reflection / Metalness — sets how mirror-like a material is (chrome tap vs. timber).
- Transparency / Opacity — tells the engine where light can pass (glass), and where it can’t.
- Ambient Occlusion (AO) — “shadow helper” that darkens creases and corners for depth.
Takeaway:
Realism comes from simple images working together, not from a single “magic” texture.
When a VR app only uses the Base Colour
Some VR programs simplify materials by reading only the Base Colour image. The other maps (bump/normal, roughness, reflection, AO) are ignored, and the VR engine relies on its own lighting.
What you’ll see
- Surfaces look flatter with fewer small details; grooves and texture depth won’t “catch” the light.
- Materials that depend on shine—chrome, glass, polished stone—appear more like matte paint.
- Highlights and shadows feel more generic because they’re not driven by material maps.
Why it’s done
- Performance: Fewer maps = faster frame rates and less headset strain.
- Compatibility: Base Colour is the most widely supported texture across engines/devices.
- Focus: For early layout reviews, photorealistic materials aren’t always necessary.