Lighting Texture: Stone, Brick, Wood and Plaster
Texture only shows when light arrives at a shallow angle across it. Lighting texture is a question of where the source sits rather than how bright it is: a stone wall lit from 3 inches out shows every ledge and hollow, and from 4 feet it reads flat.
The mechanism is shadow. Anything standing proud throws a shadow whose length depends on its projection and the angle of arrival. Half an inch of relief lit at 10 degrees off the wall casts a shadow close to 3 inches. At 45 degrees it casts about half an inch, which barely registers.
Lighting texture starts with the angle, not the output
Two numbers set the angle: how far the source sits off the face, and how far from the deepest relief. A run 1 to 3 inches off the face grazes hard; at 6 or 8 inches the shadows shorten quickly. Test those ranges with a lit sample, since no product page publishes a grazing distance, and read grazing and washing as techniques for the method itself.
Output is the second question. A dim source at 10 degrees reveals more relief than a bright one at 45. An aluminum channel keeps the tape parallel to the wall, since a strip wandering half an inch throws uneven shadows. A channel also helps dissipate heat, and LEDs and drivers do generate heat in normal use. It reduces but does not guarantee the removal of visible dots, given that LED density, channel or profile depth and diffuser type all feed into how dots read. Bare tape remains a legitimate option.
