General FAQ

General questions

What programs are you using for creating your textures?

This is a safely guarded trade secret!

How many textures do you wanna make on a regular basis?

I’m planning on making about 4 materials per week, some weeks there will be more, some there will be less, but generally about 16 materials per month.

Is this a promise?
Kinda. I’m really willing to invest a big chunk of my time into this project, but for all that I’m a human after all, so there might be times where I get sick or need some more time for other shebangs. ^^

How long are you planning to make textures?

For at least a year!
However if the community likes my work, I might be jugging away for even longer.

How long does it take to make a texture?

It highly depends on the material you want to capture.

The capturing process can take round about an hour, give or take a few minutes.

The post production is very dependet on the surface structure. A scan with very little structure (like sand) can be processed “easily” in a few hours. Something like a pavement with a lot of very detailed edges and “regularity”, can take more than a day.

Why aren’t you on Patreon?

Because I dislike the idea of putting “Open Stuff” behind a paywall (like early access to my library and such shebang).
And the reason, that they force you to provide a VAT (even though I’m turnover tax exempt via German tax law).

That’s why I’m using buymeacoffee.

What kind of a PC do you have?

Nothing to fancy:

  • AMD Ryzen 7 1800x
  • Nvidia RTX 2070
  • 48GB RAM
  • Lots of storage

As funny as it might sound. Computing power-wise the system is more than capeable.
But when it comes to memory and storage… You really cannot have enough. 😀

Bold claims

16 Bit color depth

What is special about 16 Bit?

The more color data and information you can cram into your render, the more realistic it will look!

Aren’t other texture/material libraries also using 16 Bit maps?

Maybe, I cannot check every single one out there.
However there are some libraries claiming to be real 16 Bit, but they only offer you a 16 Bit displacement map, all other maps are only 8 Bit.
So yeah, that claim might be a bit bold, but I think it’s reasonable.

How can I check which other libraries are using 16 Bit for all their maps?

Just plug one of the other maps (favorably the base color because it contains all the color data) into a photo editor of your choice (Affinity Photo, GIMP, Photoshop) and check out the bit depth.

Isn’t 16 Bit using more data than 8 Bit?

Yes that is true, it uses up to 2x the storage/memory.
If the community also wants a 8 Bit version for memory reasons, I’m happy to include those.
I will make a poll and post the link into this block.

Realistic PBR photo-scans

What is special about your realisitc PBR textures?

Unlike most texture libraries, I’m using a quite complicated process to extract as much surface information as possible (while still beeing efficient).

And how do you do that?
This is a really safely guarded trade secret!

And how do others do it?
I cannot tell you how others perform their photo scans, but the regular process is taking a panorama of the surface you are trying to make a texture from and generating surface information of said panorama by your estimate, in order to make it look realistic.

Is there a better “regular” method?
The more fancy-schmancy way is to create a photo-scan by photogrammetry, but with this method you still leave 2.5 out of 6 texture maps worth of information on the road.

What is your method?
I call it the “Daginberth’s material workflow“.

Aaaaaand how do you do that?
It’s a safely guarded trade secret! For #*!?%$§!”§)(%$)§!

Just kidding, I still love you <3

Will there be only photo-scans in this library?

No! Because it’s easier and more time efficient to create some materials by procedural generation, than photo-scanning them, without loosing quality.

Lossless compression

Why is that a good thing?

Because none of the initial data gets destroyed by a compression algorithm, thus more data/information is present, which will increase realism.


Will you also put procedural nodegroups (texture generators) for Blender on your website?

Yeah sure, why not!
But I’m urgently begging if anyone who is involved in the Blender development. Give your procedural texture generation some love!
It is quite powerful tool, but with just a view more nodes for manipulation it would be a beast!

Why aren’t your node groups CC0? Why are they CC-BY-SA

Because I’m distributing my unaltered “code” (sort of) and if anyone redistributes it he should give credit.
Especially if you consider, that you could create “unlimited” textures with such kind of node groups.