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	<updated>2026-04-30T16:35:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering&amp;diff=1037</id>
		<title>Rendering</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering&amp;diff=1037"/>
		<updated>2026-04-25T13:46:29Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: Added prm line to the pbr section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page tries to document the various rendering aspects of Hedgehog Engine and Hedgehog Engine 2.&lt;br /&gt;
&lt;br /&gt;
== Rendering Concepts ==&lt;br /&gt;
&lt;br /&gt;
There are many different rendering &amp;quot;concepts&amp;quot; that shaders make use of:&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
&lt;br /&gt;
* [[Rendering/Normal_mapping|Normal mapping]]&lt;br /&gt;
* [[Rendering/Vertex_colors|Vertex colors]]&lt;br /&gt;
&lt;br /&gt;
=== Hedgehog Engine 2 ===&lt;br /&gt;
* [[Rendering/HE2/PBR|Physically Based Rendering (PBR)]]&lt;br /&gt;
** [[Rendering/HE2/PBR/Parameter Maps|Parameter Maps (PRM)]]&lt;br /&gt;
* [[Rendering/HE2/Weather|Weather]]&lt;br /&gt;
* [[Rendering/HE2/Mesh layers|Mesh layers]]&lt;br /&gt;
* [[Rendering/HE2/Deferred rendering|Deferred rendering]]&lt;br /&gt;
* [[Rendering/HE2/Dithering|Dithering]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR/Parameter_Maps&amp;diff=1036</id>
		<title>Rendering/PBR/Parameter Maps</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR/Parameter_Maps&amp;diff=1036"/>
		<updated>2026-04-25T13:40:40Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: Replaced content with &amp;quot;{{DISPLAYTITLE:Parameter Maps}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Parameter Maps}}&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1035</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1035"/>
		<updated>2026-04-25T13:39:38Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: Replaced content with &amp;quot;{{DEFAULTSORT:Rendering/HE2/PBR}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DEFAULTSORT:Rendering/HE2/PBR}}&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/HE2/PBR&amp;diff=1034</id>
		<title>Rendering/HE2/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/HE2/PBR&amp;diff=1034"/>
		<updated>2026-04-25T13:36:56Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&#039;&#039; and onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal_pbr_example.webp|center|thumb|200x200px|Example of a metallic sphere in PBR rendering]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv_earth03_dfxx_k.webp|Diffuse texture example&lt;br /&gt;
File:W03_kdv_earth03_dfxx_k_ih1_abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|150x150px|Metallic texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
[[File:Roughness.webp|center|thumb|150x150px|Roughness texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion Maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient_occlusion.webp|center|thumb|150x150px|Ambient occlusion texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass_nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass_pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by [[Rendering/HE2/PBR/Parameter Maps|Parameter Maps]] (_prm) when the shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through the &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image:&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark_platform_albedo.webp|Albedo maps&lt;br /&gt;
File:Ark_platform_normal_b.webp|Normal maps&lt;br /&gt;
File:Ark_platform_parameter.webp|Parameter maps&lt;br /&gt;
File:Ark_platform_emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image with added lighting:&lt;br /&gt;
[[File:Ark_platform.webp|center|thumb|250x250px]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/HE2/PBR/Parameter_Maps&amp;diff=1033</id>
		<title>Rendering/HE2/PBR/Parameter Maps</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/HE2/PBR/Parameter_Maps&amp;diff=1033"/>
		<updated>2026-04-25T13:36:39Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: Moved PRM page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Parameter Maps (PRM) is Sonic Team&#039;s designation of choice for the texture maps used to represent different PBR material attributes in Hedgehog Engine 2 games.&lt;br /&gt;
&lt;br /&gt;
How the PRM is laid out depends on the game and the shader used by any given material.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
[[File:2016PRM_example.webp|alt=|center|thumb|256x256px|son_body_prm]]&lt;br /&gt;
[[File:2016PRM_decomp.webp|center|thumb|512x512px|Red Channel, Green Channel, Blue Channel and Alpha Channel (son_body_prm)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this PRM layout, the red channel of the PRM is the &#039;&#039;&#039;Specular Map&#039;&#039;&#039;, the green channel is the &#039;&#039;&#039;Smoothness Map&#039;&#039;&#039; (opposite of roughness), the blue channel is the &#039;&#039;&#039;Ambient Occlusion Map&#039;&#039;&#039; and the alpha channel is the &#039;&#039;&#039;Cavity Map&#039;&#039;&#039;*.&lt;br /&gt;
&lt;br /&gt;
Areas with a &#039;&#039;&#039;value of or above 90&#039;&#039;&#039; (out of 100) in the &#039;&#039;&#039;red channel&#039;&#039;&#039; of the PRM are considered &#039;&#039;&#039;completely metallic&#039;&#039;&#039; by most shaders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;just a guess at the moment, hasn&#039;t been confirmed&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;Sonic Forces&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
[[File:FoPRM_example.webp|center|thumb|256x256px|chr_sonic_body_prm]]&lt;br /&gt;
[[File:FoPRM_decomp.webp|center|thumb|512x512px|Red Channel, Green Channel and Blue Channel (chr_sonic_body_prm)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this PRM layout, the red channel of the PRM is the &#039;&#039;&#039;Specular Map&#039;&#039;&#039;, the green channel is the &#039;&#039;&#039;Smoothness Map&#039;&#039;&#039; (opposite of roughness) and the blue channel is the &#039;&#039;&#039;Ambient Occlusion Map&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Areas with a value of or above 90 (out of 100) in the red channel of the PRM are considered completely metallic by most shaders.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MCommon Shaders&#039;&#039;&#039; ===&lt;br /&gt;
[[File:FoMCPRM_example.webp|center|thumb|256x256px|chr_silver_cloth_prm]]&lt;br /&gt;
[[File:FoMCPRM_decomp.webp|center|thumb|512x512px|Red Channel, Green Channel, Blue Channel and Alpha Channel (chr_silver_cloth_prm)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This PRM layout is the same as previously mentioned, just with an added &#039;&#039;&#039;Metallic Map&#039;&#039;&#039; in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;Sonic Frontiers&#039;&#039; and &#039;&#039;Shadow Generations&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
[[File:FrShPRM_example.webp|center|thumb|256x256px|chr_sonic_cloth_prm]]&lt;br /&gt;
[[File:FrShPRM-decomp.webp|center|thumb|512x512px|Red Channel, Green Channel, Blue Channel and Alpha Channel (chr_sonic_cloth_prm)]]&lt;br /&gt;
In this PRM layout, the red channel of the PRM is the &#039;&#039;&#039;Specular Map&#039;&#039;&#039;, the green channel is the &#039;&#039;&#039;Smoothness Map&#039;&#039;&#039; (opposite of roughness), the blue channel is the &#039;&#039;&#039;Metallic Map&#039;&#039;&#039; and the alpha channel is the &#039;&#039;&#039;Ambient Occlusion Map&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering&amp;diff=1032</id>
		<title>Rendering</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering&amp;diff=1032"/>
		<updated>2026-04-25T13:34:38Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: HE2 &amp;quot;category&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page tries to document the various rendering aspects of Hedgehog Engine and Hedgehog Engine 2.&lt;br /&gt;
&lt;br /&gt;
== Rendering Concepts ==&lt;br /&gt;
&lt;br /&gt;
There are many different rendering &amp;quot;concepts&amp;quot; that shaders make use of:&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
&lt;br /&gt;
* [[Rendering/Normal_mapping|Normal mapping]]&lt;br /&gt;
* [[Rendering/Vertex_colors|Vertex colors]]&lt;br /&gt;
&lt;br /&gt;
=== Hedgehog Engine 2 ===&lt;br /&gt;
* [[Rendering/HE2/PBR|Physically based rendering (PBR)]]&lt;br /&gt;
* [[Rendering/HE2/Weather|Weather]]&lt;br /&gt;
* [[Rendering/HE2/Mesh layers|Mesh layers]]&lt;br /&gt;
* [[Rendering/HE2/Deferred rendering|Deferred rendering]]&lt;br /&gt;
* [[Rendering/HE2/Dithering|Dithering]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/HE2/PBR&amp;diff=1031</id>
		<title>Rendering/HE2/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/HE2/PBR&amp;diff=1031"/>
		<updated>2026-04-25T13:32:57Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: Moved PBR page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&#039;&#039; and onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal_pbr_example.webp|center|thumb|200x200px|Example of a metallic sphere in PBR rendering]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv_earth03_dfxx_k.webp|Diffuse texture example&lt;br /&gt;
File:W03_kdv_earth03_dfxx_k_ih1_abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|150x150px|Metallic texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
[[File:Roughness.webp|center|thumb|150x150px|Roughness texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion Maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient_occlusion.webp|center|thumb|150x150px|Ambient occlusion texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass_nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass_pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by [[Rendering/PBR/Parameter Maps|Parameter Maps]] (_prm) when the shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through the &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image:&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark_platform_albedo.webp|Albedo maps&lt;br /&gt;
File:Ark_platform_normal_b.webp|Normal maps&lt;br /&gt;
File:Ark_platform_parameter.webp|Parameter maps&lt;br /&gt;
File:Ark_platform_emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image with added lighting:&lt;br /&gt;
[[File:Ark_platform.webp|center|thumb|250x250px]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1030</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1030"/>
		<updated>2026-04-25T13:26:04Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&#039;&#039; and onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion Maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by [[Rendering/PBR/Parameter Maps|Parameter Maps]] (_prm) when the shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through the &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image:&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark platform albedo.webp|Albedo maps&lt;br /&gt;
File:Ark platform normal b.webp|Normal maps&lt;br /&gt;
File:Ark platform parameter.webp|Parameter maps&lt;br /&gt;
File:Ark platform emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image with added lighting:&lt;br /&gt;
[[File:Ark platform.webp|center|thumb|250x250px]]{{DEFAULTSORT:Rendering/HE2/PBR}}&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1029</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1029"/>
		<updated>2026-04-25T13:19:50Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&#039;&#039; and onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion Maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by [[Rendering/PBR/Parameter Maps|Parameter Maps]] (_prm) when the shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through the &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image:&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark platform albedo.webp|Albedo maps&lt;br /&gt;
File:Ark platform normal b.webp|Normal maps&lt;br /&gt;
File:Ark platform parameter.webp|Parameter maps&lt;br /&gt;
File:Ark platform emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image with added lighting:&lt;br /&gt;
[[File:Ark platform.webp|center|thumb|250x250px]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1028</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1028"/>
		<updated>2026-04-25T13:19:30Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&#039;&#039; and onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion Maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by Parameter Maps (_prm) when the shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through the &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image:&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark platform albedo.webp|Albedo maps&lt;br /&gt;
File:Ark platform normal b.webp|Normal maps&lt;br /&gt;
File:Ark platform parameter.webp|Parameter maps&lt;br /&gt;
File:Ark platform emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image with added lighting:&lt;br /&gt;
[[File:Ark platform.webp|center|thumb|250x250px]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR/Parameter_Maps&amp;diff=1027</id>
		<title>Rendering/PBR/Parameter Maps</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR/Parameter_Maps&amp;diff=1027"/>
		<updated>2026-04-25T13:14:39Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Parameter Maps}}&lt;br /&gt;
Parameter Maps (PRM) is Sonic Team&#039;s designation of choice for the texture maps used to represent different PBR material attributes in Hedgehog Engine 2 games.&lt;br /&gt;
&lt;br /&gt;
How the PRM is laid out depends on the game and the shader used by any given material.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
[[File:2016PRM example.webp|alt=|center|thumb|256x256px|son_body_prm]]&lt;br /&gt;
[[File:2016PRM decomp.webp|center|thumb|512x512px|Red Channel, Green Channel, Blue Channel and Alpha Channel (son_body_prm)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this PRM layout, the red channel of the PRM is the &#039;&#039;&#039;Specular Map&#039;&#039;&#039;, the green channel is the &#039;&#039;&#039;Smoothness Map&#039;&#039;&#039; (opposite of roughness), the blue channel is the &#039;&#039;&#039;Ambient Occlusion Map&#039;&#039;&#039; and the alpha channel is the &#039;&#039;&#039;Cavity Map&#039;&#039;&#039;*.&lt;br /&gt;
&lt;br /&gt;
Areas with a &#039;&#039;&#039;value of or above 90&#039;&#039;&#039; (out of 100) in the &#039;&#039;&#039;red channel&#039;&#039;&#039; of the PRM are considered &#039;&#039;&#039;completely metallic&#039;&#039;&#039; by most shaders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;just a guess at the moment, hasn&#039;t been confirmed&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;Sonic Forces&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
[[File:FoPRM example.webp|center|thumb|256x256px|chr_sonic_body_prm]]&lt;br /&gt;
[[File:FoPRM decomp.webp|center|thumb|512x512px|Red Channel, Green Channel and Blue Channel (chr_sonic_body_prm)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this PRM layout, the red channel of the PRM is the &#039;&#039;&#039;Specular Map&#039;&#039;&#039;, the green channel is the &#039;&#039;&#039;Smoothness Map&#039;&#039;&#039; (opposite of roughness) and the blue channel is the &#039;&#039;&#039;Ambient Occlusion Map&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Areas with a value of or above 90 (out of 100) in the red channel of the PRM are considered completely metallic by most shaders.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MCommon Shaders&#039;&#039;&#039; ===&lt;br /&gt;
[[File:FoMCPRM example.webp|center|thumb|256x256px|chr_silver_cloth_prm]]&lt;br /&gt;
[[File:FoMCPRM decomp.webp|center|thumb|512x512px|Red Channel, Green Channel, Blue Channel and Alpha Channel (chr_silver_cloth_prm)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This PRM layout is the same as previously mentioned, just with an added &#039;&#039;&#039;Metallic Map&#039;&#039;&#039; in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;Sonic Frontiers&#039;&#039; and &#039;&#039;Shadow Generations&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
[[File:FrShPRM example.webp|center|thumb|256x256px|chr_sonic_cloth_prm]]&lt;br /&gt;
[[File:FrShPRM-decomp.webp|center|thumb|512x512px|Red Channel, Green Channel, Blue Channel and Alpha Channel (chr_sonic_cloth_prm)]]&lt;br /&gt;
In this PRM layout, the red channel of the PRM is the &#039;&#039;&#039;Specular Map&#039;&#039;&#039;, the green channel is the &#039;&#039;&#039;Smoothness Map&#039;&#039;&#039; (opposite of roughness), the blue channel is the &#039;&#039;&#039;Metallic Map&#039;&#039;&#039; and the alpha channel is the &#039;&#039;&#039;Ambient Occlusion Map&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR/Parameter_Maps&amp;diff=1026</id>
		<title>Rendering/PBR/Parameter Maps</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR/Parameter_Maps&amp;diff=1026"/>
		<updated>2026-04-25T13:12:25Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: Added most, if not all, the relevant information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Parameter Maps (PRM) is Sonic Team&#039;s designation of choice for the texture maps used to represent different PBR material attributes in Hedgehog Engine 2 games.&lt;br /&gt;
&lt;br /&gt;
How the PRM is laid out depends on the game and the shader used by any given material.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
[[File:2016PRM example.webp|alt=|center|thumb|256x256px|son_body_prm]]&lt;br /&gt;
[[File:2016PRM decomp.webp|center|thumb|512x512px|Red Channel, Green Channel, Blue Channel and Alpha Channel (son_body_prm)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this PRM layout, the red channel of the PRM is the &#039;&#039;&#039;Specular Map&#039;&#039;&#039;, the green channel is the &#039;&#039;&#039;Smoothness Map&#039;&#039;&#039; (opposite of roughness), the blue channel is the &#039;&#039;&#039;Ambient Occlusion Map&#039;&#039;&#039; and the alpha channel is the &#039;&#039;&#039;Cavity Map&#039;&#039;&#039;*.&lt;br /&gt;
&lt;br /&gt;
Areas with a &#039;&#039;&#039;value of or above 90&#039;&#039;&#039; (out of 100) in the &#039;&#039;&#039;red channel&#039;&#039;&#039; of the PRM are considered &#039;&#039;&#039;completely metallic&#039;&#039;&#039; by most shaders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;just a guess at the moment, hasn&#039;t been confirmed&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;Sonic Forces&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
[[File:FoPRM example.webp|center|thumb|256x256px|chr_sonic_body_prm]]&lt;br /&gt;
[[File:FoPRM decomp.webp|center|thumb|512x512px|Red Channel, Green Channel and Blue Channel (chr_sonic_body_prm)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this PRM layout, the red channel of the PRM is the &#039;&#039;&#039;Specular Map&#039;&#039;&#039;, the green channel is the &#039;&#039;&#039;Smoothness Map&#039;&#039;&#039; (opposite of roughness) and the blue channel is the &#039;&#039;&#039;Ambient Occlusion Map&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Areas with a value of or above 90 (out of 100) in the red channel of the PRM are considered completely metallic by most shaders.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;MCommon Shaders&#039;&#039;&#039; ===&lt;br /&gt;
[[File:FoMCPRM example.webp|center|thumb|256x256px|chr_silver_cloth_prm]]&lt;br /&gt;
[[File:FoMCPRM decomp.webp|center|thumb|512x512px|Red Channel, Green Channel, Blue Channel and Alpha Channel (chr_silver_cloth_prm)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This PRM layout is the same as previously mentioned, just with an added &#039;&#039;&#039;Metallic Map&#039;&#039;&#039; in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;Sonic Frontiers&#039;&#039; and &#039;&#039;Shadow Generations&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
[[File:FrShPRM example.webp|center|thumb|256x256px|chr_sonic_cloth_prm]]&lt;br /&gt;
[[File:FrShPRM-decomp.webp|center|thumb|512x512px|Red Channel, Green Channel, Blue Channel and Alpha Channel (chr_sonic_cloth_prm)]]&lt;br /&gt;
In this PRM layout, the red channel of the PRM is the &#039;&#039;&#039;Specular Map&#039;&#039;&#039;, the green channel is the &#039;&#039;&#039;Smoothness Map&#039;&#039;&#039; (opposite of roughness), the blue channel is the &#039;&#039;&#039;Metallic Map&#039;&#039;&#039; and the alpha channel is the &#039;&#039;&#039;Ambient Occlusion Map&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FoMCPRM_decomp.webp&amp;diff=1025</id>
		<title>File:FoMCPRM decomp.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FoMCPRM_decomp.webp&amp;diff=1025"/>
		<updated>2026-04-25T12:46:44Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Decomposition of chr_silver_cloth_prm from Sonic Forces&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FoMCPRM_example.webp&amp;diff=1024</id>
		<title>File:FoMCPRM example.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FoMCPRM_example.webp&amp;diff=1024"/>
		<updated>2026-04-25T12:46:11Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;chr_silver_cloth_prm from Sonic Forces&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FoPRM_decomp.webp&amp;diff=1023</id>
		<title>File:FoPRM decomp.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FoPRM_decomp.webp&amp;diff=1023"/>
		<updated>2026-04-25T12:28:18Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Decomposition of chr_sonic_body_prm from Sonic Forces&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FoPRM_example.webp&amp;diff=1022</id>
		<title>File:FoPRM example.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FoPRM_example.webp&amp;diff=1022"/>
		<updated>2026-04-25T12:27:33Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;chr_sonic_body_prm from Sonic Forces&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:2016PRM_decomp.webp&amp;diff=1021</id>
		<title>File:2016PRM decomp.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:2016PRM_decomp.webp&amp;diff=1021"/>
		<updated>2026-04-25T12:19:35Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Decomposition of son_body_prm from Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:2016PRM_example.webp&amp;diff=1020</id>
		<title>File:2016PRM example.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:2016PRM_example.webp&amp;diff=1020"/>
		<updated>2026-04-25T12:18:47Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;son_body_prm from Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1019</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1019"/>
		<updated>2026-04-25T11:03:19Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&#039;&#039; and onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion Maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by [[Rendering/PBR/Parameter Maps|Parameter Maps]] (_prm) when the shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through the &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image:&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark platform albedo.webp|Albedo maps&lt;br /&gt;
File:Ark platform normal b.webp|Normal maps&lt;br /&gt;
File:Ark platform parameter.webp|Parameter maps&lt;br /&gt;
File:Ark platform emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image with added lighting:&lt;br /&gt;
[[File:Ark platform.webp|center|thumb|250x250px]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FrShPRM-decomp.webp&amp;diff=1018</id>
		<title>File:FrShPRM-decomp.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FrShPRM-decomp.webp&amp;diff=1018"/>
		<updated>2026-04-25T10:54:22Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Decomposition of chr_sonic_cloth_prm from Sonic Frontiers&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FrShPRM-G_example.webp&amp;diff=1017</id>
		<title>File:FrShPRM-G example.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FrShPRM-G_example.webp&amp;diff=1017"/>
		<updated>2026-04-25T10:51:05Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Green channel of chr_sonic_cloth_prm from Sonic Frontiers&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FrShPRM-R_example.webp&amp;diff=1016</id>
		<title>File:FrShPRM-R example.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FrShPRM-R_example.webp&amp;diff=1016"/>
		<updated>2026-04-25T10:47:53Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Red channel of chr_sonic_cloth_prm from Sonic Frontiers&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FrShPRM_example.webp&amp;diff=1015</id>
		<title>File:FrShPRM example.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FrShPRM_example.webp&amp;diff=1015"/>
		<updated>2026-04-25T10:44:35Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;chr_sonic_cloth_prm from Sonic Frontiers&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1014</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1014"/>
		<updated>2026-04-25T10:25:39Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&#039;&#039; and onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by [[Rendering/PBR/Parameter Maps|Parameter Maps]] (_prm) when the shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through the &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image:&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark platform albedo.webp|Albedo maps&lt;br /&gt;
File:Ark platform normal b.webp|Normal maps&lt;br /&gt;
File:Ark platform parameter.webp|Parameter maps&lt;br /&gt;
File:Ark platform emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image with added lighting:&lt;br /&gt;
[[File:Ark platform.webp|center|thumb|250x250px]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1003</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1003"/>
		<updated>2025-11-05T20:49:33Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by the Parameter map (_prm) when the material shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through a &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image:&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark platform albedo.webp|Albedo maps&lt;br /&gt;
File:Ark platform normal b.webp|Normal maps&lt;br /&gt;
File:Ark platform parameter.webp|Parameter maps&lt;br /&gt;
File:Ark platform emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image with added lighting:&lt;br /&gt;
[[File:Ark platform.webp|center|thumb|250x250px]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1002</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1002"/>
		<updated>2025-11-05T20:48:53Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by the Parameter map (_prm) when the material shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through a &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark platform albedo.webp|Albedo maps&lt;br /&gt;
File:Ark platform normal b.webp|Normal maps&lt;br /&gt;
File:Ark platform parameter.webp|Parameter maps&lt;br /&gt;
File:Ark platform emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image with added lighting&lt;br /&gt;
[[File:Ark platform.webp|center|thumb|250x250px]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1001</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1001"/>
		<updated>2025-11-05T20:44:40Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by the Parameter map (_prm) when the material shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through a &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark platform albedo.webp|Albedo maps&lt;br /&gt;
File:Ark platform normal b.webp|Normal maps&lt;br /&gt;
File:Ark platform parameter.webp|Parameter maps&lt;br /&gt;
File:Ark platform emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image with added lighting&lt;br /&gt;
[[File:Ark platform.webp|center|thumb|250x250px]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1000</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=1000"/>
		<updated>2025-11-05T20:43:00Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: Added information about prm maps and added a pbr rendering example from shadow generations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by the Parameter map (_prm) when the material shader supports it (has the letter &amp;quot;p&amp;quot; in its name) or through a &amp;quot;PBRFactor&amp;quot; parameter in the surface&#039;s material if the shader being used doesn&#039;t support Parameter maps. &#039;&#039;&#039;The layout of these Parameter maps varies depending on the game and the shader.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All textures/maps used to create the final rendered image&amp;lt;gallery widths=&amp;quot;140&amp;quot; heights=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
File:Ark platform albedo.webp|Albedo maps&lt;br /&gt;
File:Ark platform normal b.webp|Normal maps&lt;br /&gt;
File:Ark platform parameter.webp|Parameter maps&lt;br /&gt;
File:Ark platform emission.webp|Emission maps&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Final rendered image&lt;br /&gt;
[[File:Ark platform.webp|center|thumb|250x250px]]&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:Ark_platform.webp&amp;diff=999</id>
		<title>File:Ark platform.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:Ark_platform.webp&amp;diff=999"/>
		<updated>2025-11-05T20:41:17Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: ZEROES07 uploaded a new version of File:Ark platform.webp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ark platform render&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:Ark_platform.webp&amp;diff=998</id>
		<title>File:Ark platform.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:Ark_platform.webp&amp;diff=998"/>
		<updated>2025-11-05T20:36:09Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ark platform render&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:Ark_platform_emission.webp&amp;diff=997</id>
		<title>File:Ark platform emission.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:Ark_platform_emission.webp&amp;diff=997"/>
		<updated>2025-11-05T20:35:49Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Emission pass of an ark platform render&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:Ark_platform_normal_b.webp&amp;diff=996</id>
		<title>File:Ark platform normal b.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:Ark_platform_normal_b.webp&amp;diff=996"/>
		<updated>2025-11-05T20:35:30Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normal pass of an ark platform render&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:Ark_platform_parameter.webp&amp;diff=995</id>
		<title>File:Ark platform parameter.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:Ark_platform_parameter.webp&amp;diff=995"/>
		<updated>2025-11-05T20:35:01Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Parameter pass of an ark platform render&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:Ark_platform_albedo.webp&amp;diff=994</id>
		<title>File:Ark platform albedo.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:Ark_platform_albedo.webp&amp;diff=994"/>
		<updated>2025-11-05T20:34:16Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Albedo pass of an ark platform render&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=993</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=993"/>
		<updated>2025-11-05T16:26:18Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=992</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=992"/>
		<updated>2025-11-05T16:23:50Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=991</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=991"/>
		<updated>2025-11-05T16:21:02Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=990</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=990"/>
		<updated>2025-11-05T16:20:44Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=989</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=989"/>
		<updated>2025-11-05T16:19:57Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=988</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=988"/>
		<updated>2025-11-05T16:19:32Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=987</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=987"/>
		<updated>2025-11-05T16:18:31Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Kdv earth03 dfxx k.webp|Diffuse texture example&lt;br /&gt;
File:W03 kdv earth03 dfxx k ih1 abd.webp|Albedo texture example&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&amp;lt;gallery widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Grass nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;br /&gt;
File:Grass pbr.webp|Grass from Shadow Generations rendered in Blender&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=986</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=986"/>
		<updated>2025-11-05T15:59:34Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: Changed image sizes and added new beginning paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&#039;&#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games and&#039;&#039; onward) ===&lt;br /&gt;
PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering|200x200px]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&lt;br /&gt;
[[File:W03 kdv earth03 dfxx k ih1 abd.webp|left|thumb|225x225px|Albedo texture example]]&lt;br /&gt;
[[File:Kdv earth03 dfxx k.webp|center|thumb|225x225px|Diffuse texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example|150x150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&lt;br /&gt;
[[File:Grass nonpbr.webp|left|thumb|Grass from Sonic The Hedgehog (2006) rendered in Blender]]&lt;br /&gt;
[[File:Grass pbr.webp|thumb|Grass from Shadow Generations rendered in Blender|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=985</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=985"/>
		<updated>2025-11-04T01:08:25Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&lt;br /&gt;
[[File:W03 kdv earth03 dfxx k ih1 abd.webp|left|thumb|300x300px|Albedo texture example]]&lt;br /&gt;
[[File:Kdv earth03 dfxx k.webp|center|thumb|300x300px|Diffuse texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&lt;br /&gt;
[[File:Grass nonpbr.webp|left|thumb|Grass from Sonic The Hedgehog (2006) rendered in Blender]]&lt;br /&gt;
[[File:Grass pbr.webp|thumb|Grass from Shadow Generations rendered in Blender|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=984</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=984"/>
		<updated>2025-11-04T01:08:04Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&lt;br /&gt;
[[File:W03 kdv earth03 dfxx k ih1 abd.webp|left|thumb|300x300px|Albedo texture example]]&lt;br /&gt;
[[File:Kdv earth03 dfxx k.webp|center|thumb|300x300px|Diffuse texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example]]&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&lt;br /&gt;
[[File:Grass nonpbr.webp|left|thumb|Grass from Sonic The Hedgehog (2006) rendered in Blender]]&lt;br /&gt;
[[File:Grass pbr.webp|thumb|Grass from Shadow Generations rendered in Blender|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=983</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=983"/>
		<updated>2025-11-04T01:07:18Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&lt;br /&gt;
[[File:W03 kdv earth03 dfxx k ih1 abd.webp|left|thumb|300x300px|Albedo texture example]]&lt;br /&gt;
[[File:Kdv earth03 dfxx k.webp|center|thumb|300x300px|Diffuse texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example]]&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&lt;br /&gt;
[[File:Grass nonpbr.webp|left|thumb|Grass from Sonic The Hedgehog (2006) rendered in Blender]]&lt;br /&gt;
[[File:Grass pbr.webp|thumb|Grass from Shadow Generations rendered in Blender|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=982</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=982"/>
		<updated>2025-11-04T01:07:00Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&lt;br /&gt;
[[File:W03 kdv earth03 dfxx k ih1 abd.webp|left|thumb|300x300px|Albedo texture example]]&lt;br /&gt;
[[File:Kdv earth03 dfxx k.webp|center|thumb|300x300px|Diffuse texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example]]&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example]]&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (same lighting conditions):&lt;br /&gt;
[[File:Grass nonpbr.webp|left|thumb|Grass from Sonic The Hedgehog (2006) rendered in Blender]]&lt;br /&gt;
[[File:Grass pbr.webp|thumb|Grass from Shadow Generations rendered in Blender|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=981</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=981"/>
		<updated>2025-11-04T01:05:31Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&lt;br /&gt;
[[File:W03 kdv earth03 dfxx k ih1 abd.webp|left|thumb|300x300px|Albedo texture example]]&lt;br /&gt;
[[File:Kdv earth03 dfxx k.webp|center|thumb|300x300px|Diffuse texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example]]&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example]]&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (extreme example):&lt;br /&gt;
[[File:Grass nonpbr.webp|left|thumb|Grass from Sonic The Hedgehog (2006) rendered in Blender]]&lt;br /&gt;
[[File:Grass pbr.webp|thumb|Grass from Shadow Generations rendered in Blender]]&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=980</id>
		<title>Rendering/PBR</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/PBR&amp;diff=980"/>
		<updated>2025-11-04T01:04:29Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: Added more texture examples and non-pbr vs pbr comparison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PBR (Physically Based Rendering) refers to the current approach to 3D graphics material rendering used in most modern games. Its goal is to enhance the realism of surfaces by reflecting and refracting light more accurately than previous techniques. This is most noticeable in any kind of metallic surface:&lt;br /&gt;
[[File:Metal pbr example.webp|center|thumb|Example of a metallic sphere in PBR rendering]]&lt;br /&gt;
PBR rendering tends to not make use of Diffuse maps and Specular Color Maps that were very common in non-PBR rendering. Instead, the primary texture maps it uses in their place are: Albedo Maps, Metallic Maps, Roughness Maps and Ambient Occlusion Maps.&lt;br /&gt;
&lt;br /&gt;
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.&lt;br /&gt;
[[File:W03 kdv earth03 dfxx k ih1 abd.webp|left|thumb|300x300px|Albedo texture example]]&lt;br /&gt;
[[File:Kdv earth03 dfxx k.webp|center|thumb|300x300px|Diffuse texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Metallic Maps contain values ranging from 0-1(black-white). 0 determines a non-metallic surface while 1 determines a metallic surface. Values in between can and are used for stylistic and/or artistic purposes.&lt;br /&gt;
[[File:Metallic.webp|center|thumb|Metallic texture example]]&lt;br /&gt;
Roughness Maps change how the surface reflects light by making the reflection sharper using a value of 0 (smoother surface) or blurrier/more diffuse using a value of 1 (rough surface). This more or less equals the inverse of typical Gloss Maps used in non-PBR rendering.&lt;br /&gt;
[[File:Roughness.webp|center|thumb|Roughness texture example]]&lt;br /&gt;
&lt;br /&gt;
Ambient Occlusion maps determine what areas of the surface should occlude more light when not directly illuminated. 0 represents the most light occlusion and 1 represents no light occlusion.&lt;br /&gt;
[[File:Ambient occlusion.webp|center|thumb|Ambient occlusion texture example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
non-PBR vs PBR rendering (extreme example):&lt;br /&gt;
[[File:Grass nonpbr.webp|left|thumb|Grass from Sonic The Hedgehog (2006) rendered in Blender]]&lt;br /&gt;
[[File:Grass pbr.webp|thumb|Grass from Shadow Generations rendered in Blender]]&lt;br /&gt;
&lt;br /&gt;
(To be continued)&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:Grass_pbr.webp&amp;diff=979</id>
		<title>File:Grass pbr.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:Grass_pbr.webp&amp;diff=979"/>
		<updated>2025-11-04T01:02:55Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grass from Shadow Gens rendered in blender&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:Grass_nonpbr.webp&amp;diff=978</id>
		<title>File:Grass nonpbr.webp</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:Grass_nonpbr.webp&amp;diff=978"/>
		<updated>2025-11-04T01:01:23Z</updated>

		<summary type="html">&lt;p&gt;ZEROES07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grass from Sonic 06 rendered in blender&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
	</entry>
</feed>