SKU: 32839387464

Fotobehang - Morpheus Madness - Vliesbehang

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Description

Fotobehang - Morpheus Madness - VliesbehangMet dit unieke Artgeist Morpheus Madness vlies fotobehang heb je een ware aandachtstrekker aan de muur. Het behang staat er echt wat nonchalant bij en zorgt zeker voor extra sfeer in de ruimte. Doordat de print van geode kwaliteit is, komen de details en kleuren dan ook levensecht tot uiting. Voordelen Vlies Fotobehang Artgeist Vlies Fotobehang is duurzaam, water en krasbestendig en makkelijk op de muur te plakken. Vlies fotobehang wordt aangebracht

Met dit unieke Artgeist Morpheus Madness vlies fotobehang heb je een ware aandachtstrekker aan de muur. Het behang staat er echt wat nonchalant bij en zorgt zeker voor extra sfeer in de ruimte. Doordat de print van geode kwaliteit is, komen de details en kleuren dan ook levensecht tot uiting.

Voordelen Vlies Fotobehang

Artgeist Vlies Fotobehang is duurzaam, water- en krasbestendig en makkelijk op de muur te plakken. Vlies fotobehang wordt aangebracht met lijm.
✓ Vlieseline verbloemt kleine onregelmatigheden van de muur
✓ Het vormt een verwarmende, isolerende laag
✓ Hoge printkwaliteit met een unieke lasertechnologie
✓ UV bestendig
✓ Print is watervast
✓ Duurzaam en veilig (geschikt voor de slaapkamer of kinderkamer).

Eenvoudige montage

Het fotobehang bestaat uit eenvoudig te monteren banen van 50 cm breed. Iedere verpakking met fotobehang bevat een plakhandleiding. Gewicht fotobehang: 120 g/m2. Breedte per baan: 50 cm.
Aantal banen per afmeting (bxh):
- fotobehang 100x70 cm: bestaat uit 2 banen van 50x70 cm
- fotobehang 150x105 cm: bestaat uit 3 banen van 50x105 cm
- fotobehang 200x140 cm: bestaat uit 4 banen van 50x140 cm
- fotobehang 250x175 cm: bestaat uit 5 banen van 50x175 cm
- fotobehang 300x210 cm: bestaat uit 6 banen van 50x210 cm
- fotobehang 350x245 cm: bestaat uit 7 banen van 50x245 cm
- fotobehang 400x280 cm: bestaat uit 8 banen van 50x280 cm

Behangtips Vliesbehang

Met vliesbehang is het behangen heel eenvoudig en een behangtafel is uit den boze. Vliesbehang is opgebouwd uit meerdere lagen en heeft daardoor een aantal grote voordelen:
- het kan met licht vochtige doek worden schoongemaakt
- is veel sterker dan behangpapier
- verwijderen van het vliesbehang gaat ook vrij gemakkelijk
- lijm breng je rechtstreeks aan op de muur.

Hieronder een aantal tips om het behang goed aan te brengen.
- Ondergrond: vetvrij, glad, droog en schoon
- Lijm aanbrengen: deze breng je met een behangroller direct aan op de muur.
- Behangen: breng de strips voorzichtig aan.
- Drogen: langzaam laten drogen
Wil je meer info over het behangen? Lees dan onze uitgebreide behang instructie van het vliesbehang.

Bestelling ontvangen
Controleer voordat je begint met behangen of je alles ontvangen hebt. Leg alle delen uit en leg deze in de juiste volgorde. Controleer of alle delen goed op elkaar aansluiten.
Indien deze niet goed op elkaar aansluiten, meld dit gelijk aan onze klantenservice (eenmaal aan de muur geplakt, kun je fotobehang namelijk niet meer reclameren). Laat het behang 24 uur acclimatiseren voordat je deze aanbrengt om krimpen te voorkomen. Voor een optimaal resultaat dient de temperatuur van de te behangen ruimte tussen de 18-21ºC te zijn.

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SKU: 32839387464

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robert thompson
Lowell, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Carnegie, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Battle Creek, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Boise, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019
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Tyler aldrich
Phoenix, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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