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	<id>https://hemodding.wiki/index.php?action=history&amp;feed=atom&amp;title=Rendering%2FHE2%2FPBR%2FParameter_Maps</id>
	<title>Rendering/HE2/PBR/Parameter Maps - Revision history</title>
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	<updated>2026-04-30T04:44:40Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://hemodding.wiki/index.php?title=Rendering/HE2/PBR/Parameter_Maps&amp;diff=1033&amp;oldid=prev</id>
		<title>ZEROES07: Moved PRM page</title>
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		<updated>2026-04-25T13:36:39Z</updated>

		<summary type="html">&lt;p&gt;Moved PRM page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Parameter Maps (PRM) is Sonic Team&amp;#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;
== &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Mario &amp;amp; Sonic at the Rio 2016 Olympic Games&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;Specular Map&amp;#039;&amp;#039;&amp;#039;, the green channel is the &amp;#039;&amp;#039;&amp;#039;Smoothness Map&amp;#039;&amp;#039;&amp;#039; (opposite of roughness), the blue channel is the &amp;#039;&amp;#039;&amp;#039;Ambient Occlusion Map&amp;#039;&amp;#039;&amp;#039; and the alpha channel is the &amp;#039;&amp;#039;&amp;#039;Cavity Map&amp;#039;&amp;#039;&amp;#039;*.&lt;br /&gt;
&lt;br /&gt;
Areas with a &amp;#039;&amp;#039;&amp;#039;value of or above 90&amp;#039;&amp;#039;&amp;#039; (out of 100) in the &amp;#039;&amp;#039;&amp;#039;red channel&amp;#039;&amp;#039;&amp;#039; of the PRM are considered &amp;#039;&amp;#039;&amp;#039;completely metallic&amp;#039;&amp;#039;&amp;#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&amp;#039;t been confirmed&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Sonic Forces&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;Specular Map&amp;#039;&amp;#039;&amp;#039;, the green channel is the &amp;#039;&amp;#039;&amp;#039;Smoothness Map&amp;#039;&amp;#039;&amp;#039; (opposite of roughness) and the blue channel is the &amp;#039;&amp;#039;&amp;#039;Ambient Occlusion Map&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#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.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;MCommon Shaders&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;Metallic Map&amp;#039;&amp;#039;&amp;#039; in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Sonic Frontiers&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Shadow Generations&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;Specular Map&amp;#039;&amp;#039;&amp;#039;, the green channel is the &amp;#039;&amp;#039;&amp;#039;Smoothness Map&amp;#039;&amp;#039;&amp;#039; (opposite of roughness), the blue channel is the &amp;#039;&amp;#039;&amp;#039;Metallic Map&amp;#039;&amp;#039;&amp;#039; and the alpha channel is the &amp;#039;&amp;#039;&amp;#039;Ambient Occlusion Map&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;</summary>
		<author><name>ZEROES07</name></author>
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