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	<id>https://hemodding.wiki/index.php?action=history&amp;feed=atom&amp;title=Rendering%2FHE2%2FPBR</id>
	<title>Rendering/HE2/PBR - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://hemodding.wiki/index.php?action=history&amp;feed=atom&amp;title=Rendering%2FHE2%2FPBR"/>
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	<updated>2026-04-30T03:22:37Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/HE2/PBR&amp;diff=1034&amp;oldid=prev</id>
		<title>ZEROES07 at 13:36, 25 April 2026</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/HE2/PBR&amp;diff=1034&amp;oldid=prev"/>
		<updated>2026-04-25T13:36:56Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:36, 25 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l26&quot;&gt;Line 26:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 26:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Grass_nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Grass_nonpbr.webp|Grass from Sonic The Hedgehog (2006) rendered in Blender&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Grass_pbr.webp|Grass from Shadow Generations rendered in Blender&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;File:Grass_pbr.webp|Grass from Shadow Generations rendered in Blender&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&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 &quot;p&quot; in its name) or through the &quot;PBRFactor&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;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/gallery&amp;gt;In the Hedgehog Engine 2 games, PBR properties can be altered either by [[Rendering&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;/HE2&lt;/ins&gt;/PBR/Parameter Maps|Parameter Maps]] (_prm) when the shader supports it (has the letter &quot;p&quot; in its name) or through the &quot;PBRFactor&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;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
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		<author><name>ZEROES07</name></author>
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	<entry>
		<id>https://hemodding.wiki/index.php?title=Rendering/HE2/PBR&amp;diff=1031&amp;oldid=prev</id>
		<title>ZEROES07: Moved PBR page</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Rendering/HE2/PBR&amp;diff=1031&amp;oldid=prev"/>
		<updated>2026-04-25T13:32:57Z</updated>

		<summary type="html">&lt;p&gt;Moved PBR page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=== These principles only apply to Hedgehog Engine 2 games (&amp;#039;&amp;#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&amp;#039;&amp;#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&amp;#039;s material if the shader being used doesn&amp;#039;t support Parameter maps. &amp;#039;&amp;#039;&amp;#039;The layout of these Parameter maps varies depending on the game and the shader.&amp;#039;&amp;#039;&amp;#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>
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