{"id":2260,"date":"2025-12-23T10:05:19","date_gmt":"2025-12-23T10:05:19","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=2260"},"modified":"2025-12-23T10:26:08","modified_gmt":"2025-12-23T10:26:08","slug":"factures","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/factures\/","title":{"rendered":"Factures"},"content":{"rendered":"\n<p>It is common in real-time graphics to use tiling textures to represent large surface areas. However, repetition (on the left image) is noticeable .<\/p>\n\n\n\n<p>For example, you have a landscape and want to cover it with grass, rock, sand, etc., textures types, of course, direct painting over UV-ed mesh is a bad idea there; huge textures will be required. <br \/>Putting tiled texture is a bad idea as well; tiling is well visible, and the edge between different textures is visible too. Factures are a good solution for this.<\/p>\n\n\n\n<p>Using <strong>hex tiling<\/strong> allows us to hide the repetition but requires a solution to hide the seams between adjacent hex tiles.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"800\" height=\"231\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/hex-tiling-1.png\" alt=\"\" class=\"wp-image-3378\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/hex-tiling-1.png 800w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/hex-tiling-1-300x87.png 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/hex-tiling-1-768x222.png 768w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/figure>\n<\/div>\n\n\n<blockquote class=\"wp-block-quote has-background is-layout-flow wp-block-quote-is-layout-flow\" style=\"background-color:#f1f1f1\">\n<p>This is what we have in factures for years. Not Hexagon, but the more irregular figure for better tile-killing.<\/p>\n<\/blockquote>\n\n\n\n<h3 class=\"wp-block-heading\">Factures and vertex painting are different methods of applying detail to a model<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>Factures allow you to apply textures <em>without UVs<\/em>, similar to vertex painting, but with textures instead of just colors. <br \/>When you export a model with factures, you are exporting the texture information applied to the vertices, which is different from exporting vertex colors. <\/p>\n\n\n\n<p>Vertex painting involves assigning colors directly to the vertices, while factures involve <em>applying textures to the vertices<\/em>. <br \/>So, exporting factures is not the same as exporting vertex painting, as they involve different types of data: <em>it is per-vertex texturing<\/em>. <\/p>\n\n\n\n<p>UV coordinate is assigned to vertex, and textures are assigned per vertex as well; if different vertices have different textures, they will be blended between each other, and no seams will appear.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Working with Factures<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>Factures provide an easy and powerful way to achieve surface detailing of practically unlimited levels. <br \/>This is the way to apply a texture without the actual UV assignment. It works similarly to vertex painting; however, you paint with texture, not just the color.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote has-background is-layout-flow wp-block-quote-is-layout-flow\" style=\"background-color:#e6e6e6\">\n<p>Factures are only supported with sculpting in surface mode.<\/p>\n<\/blockquote>\n\n\n\n<p>The main rule is that you can assign a texture and a color to each vertex. <br \/>Each vertex on every layer has only ONE texture. <br \/>So, if you paint with texture over another texture on the current layer, the texture will be replaced, not blended.<\/p>\n\n\n\n<p><em>But you can apply many textures to each vertex using multiple layers with opacity. <\/em><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"800\" height=\"438\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/facturesroom.jpeg\" alt=\"\" class=\"wp-image-3379\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/facturesroom.jpeg 800w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/facturesroom-300x164.jpeg 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/facturesroom-768x420.jpeg 768w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/figure>\n<\/div>\n\n\n<p>If neighboring vertices have different textures, the textures will be blended between the vertices, and no seam will appear. <br \/>Pay attention to the Roads tool: it paints strips of textures, just like building roads.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote has-background is-layout-flow wp-block-quote-is-layout-flow\" style=\"background-color:#f1f1f1\">\n<p>If you want to use the Conditions drop list, first use Calculate menu to create or update cavity or occlusion layers.<\/p>\n<\/blockquote>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">But there are several problems<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>1) Export: Engine\/3d-package should support per-vertex color\/alpha channel to use FBX exported from Coat. Usually need to set up nodes to use exported results correctly.<\/p>\n\n\n\n<p>2) Still unfinished a bit. No good textures and no default library of textures. No shaders included. I will include shaders in the next build.<\/p>\n\n\n\n<p>You also can import Quixel materials as Vertex Textures for Factures.<\/p>\n\n\n\n<p><a href=\"https:\/\/3dcoat.com\/forum\/applications\/core\/interface\/file\/attachment.php?id=20391\"><em>https:\/\/3dcoat.com\/forum\/applications\/core\/interface\/file\/attachment.php?id=20391<\/em><\/a><\/p>\n\n\n\n<p>Add facture, select it. In the Paint room \u2192 paint with a brush. Use RMB for facture properties.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"left_tool_panel\">Left tool panel<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:factures_workspace#left_tool_panel\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"150\" height=\"441\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/factureslefttoolbar.jpeg\" alt=\"\" class=\"wp-image-3380\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/factureslefttoolbar.jpeg 150w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/factureslefttoolbar-102x300.jpeg 102w\" sizes=\"(max-width: 150px) 100vw, 150px\" \/><\/figure>\n<\/div>\n\n\n<p><strong>Paint:<\/strong>&nbsp;Paint VerTexture over the mesh.<br \/><strong>Erase:<\/strong>&nbsp;Erase the VerTexture.<br \/><strong>Fill:<\/strong>&nbsp;Fill with the VerTexture.<br \/><strong>Roads:<\/strong>&nbsp;RoadsTool.<br \/><strong>FactureSpot:<\/strong>&nbsp;In Spot Tool, with normal Brush mode, just click once; otherwise, you <em>&#8216;smear<\/em>&#8216; the texture.&nbsp; Set the Stroke Mode to Stamp or Stamp Drag instead.<\/p>\n\n\n\n<p><strong>You can also:<\/strong><br \/>Make a new layer. Draw with Paint Tool, Lasso Mode.<br \/>Then in Vertexture Settings, activate &#8216; Apply VerTexture Interactivley&#8217; and edit Scale, Rotation, U, and V Shift for positioning.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"adjust\">Adjust<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:factures_workspace#adjust\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p><strong>Transform:<\/strong>&nbsp;Transform the object as an entire. Click on an object to transform.<br \/><strong>Pose:<\/strong>&nbsp;Pose the object using partial object selection.<br \/><strong>Bend:<\/strong>&nbsp;Bend the object around the axis.<br \/><strong>Move:<\/strong>&nbsp;Move a surface area. Press and drag LMB to move the surface within the cursor relative to the screen view. Use CTRL to move the surface along the normal. Different Alphas give different results.<br \/><strong>Freeze:<\/strong>&nbsp;Freeze parts of the surface. Use CTRL+D to clear frozen parts and CTRL+SHIFT+I to invert freeze.<br \/><strong>Surface Hide:<\/strong>&nbsp;Brush or use Stroke Draw mode to hide portions of the selected VoxTree object. To unhide, choose that option from the Geometry Menu.<br \/><strong>Res+:<\/strong>&nbsp;Increase the resolution of the current object.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"vertex_material_settings\">Vertex material settings<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:factures_workspace#vertex_material_settings\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>In the upper right corner, you will see an arrow that, when pressing, shows the creation options of new folders to create different new categories of Vertextures for Factures.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"300\" height=\"185\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/vertexture.jpeg\" alt=\"\" class=\"wp-image-3381\"\/><\/figure>\n<\/div>\n\n\n<p>You can create new folders and define the size of visualization of the Vertextures icons.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"vertext_material_library_panel\">Vertext material library panel<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:factures_workspace#vertext_material_library_panel\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>The settings corresponding to each VerTexture created can be viewed and modified in the Vertexture Settings window.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"400\" height=\"476\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/vertexturesettings.jpeg\" alt=\"\" class=\"wp-image-3382\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/vertexturesettings.jpeg 400w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/vertexturesettings-252x300.jpeg 252w\" sizes=\"(max-width: 400px) 100vw, 400px\" \/><\/figure>\n<\/div>\n\n\n<ul class=\"wp-block-list\">\n<li>Apply VerTexture immediately: Apply the VerTexture properties changes to the whole current layer<\/li>\n\n\n\n<li>Color texture<\/li>\n\n\n\n<li>Gloss texture<\/li>\n\n\n\n<li>Roughness texture:<\/li>\n\n\n\n<li>Metallness texture:<\/li>\n\n\n\n<li>Normal map texture:<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Default mapping<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"400\" height=\"141\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/vertexturesettdefaultmapping.jpeg\" alt=\"\" class=\"wp-image-3383\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/vertexturesettdefaultmapping.jpeg 400w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/vertexturesettdefaultmapping-300x106.jpeg 300w\" sizes=\"(max-width: 400px) 100vw, 400px\" \/><\/figure>\n<\/div>\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Uniform cube mapping:<\/strong> Uniform cube mapping allows for elimination tiling due to the randomization of piece rotation. Pay attention that textures should be noisy and relatively uniform.<\/li>\n\n\n\n<li><strong>Plain cube mapping:<\/strong> Usual cube mapping without randomization.<\/li>\n\n\n\n<li><strong>Cylindrical cube mapping:<\/strong> Cube mapping with the low priory of the top side.<\/li>\n\n\n\n<li><strong>Flat projection:<\/strong> <\/li>\n\n\n\n<li><strong>Lay along the trajectory:<\/strong> <\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p><strong>Flip T:<\/strong> Flip T vector for the normalmap.<br \/><strong>Flip B:<\/strong> Flip B vector for the normalmap.<br \/><strong>Swap TB:<\/strong> Swap T &amp; B vectors for the normal map.<br \/><strong>Scale<\/strong><br \/><strong>Rotation<\/strong><br \/><strong>U &#8211; Shift<\/strong><br \/><strong>V &#8211; Shift<\/strong><br \/><strong>Bump<\/strong><br \/><strong>Roughness<\/strong><br \/><strong>Metallness<\/strong><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Tutorials<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"Factures\/VerTexture\" width=\"700\" height=\"394\" src=\"https:\/\/www.youtube.com\/embed\/4r-sXRqwLhQ?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">Working with Factures (Vertex Texturing)<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"3D Coat - Working with Factures (Vertex Texturing)\" width=\"700\" height=\"394\" src=\"https:\/\/www.youtube.com\/embed\/B94YBIRChSg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">Working with Factures by Industry Tuts<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"3DCoat (TIP \u211619) \u0424\u0430\u043a\u0442\u0443\u0440\u044b. Factures.\" width=\"700\" height=\"394\" src=\"https:\/\/www.youtube.com\/embed\/SZ0aJjrWUY4?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">Factures tutorial<\/figcaption><\/figure>\n","protected":false},"author":3,"featured_media":0,"parent":2072,"menu_order":7,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[],"class_list":["post-2260","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Factures - 3DCoat Documentation<\/title>\n<meta name=\"description\" content=\"It is common in real-time graphics to use tiling textures to represent large surface area however repetition is noticeable as can be seen here on the left\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/factures\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Factures - 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