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Rendering/PBR: Difference between revisions

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Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.
Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.
[[File:W03 kdv bridge01 dfsp z ih1 abd.webp|center|thumb|Albedo texture example]]
[[File:W03 kdv earth03 dfxx k ih1 abd.webp|left|thumb|300x300px|Albedo texture example]]
[[File:Kdv brick15 dfsp y.webp|center|thumb|Diffuse texture example]]
[[File:Kdv earth03 dfxx k.webp|center|thumb|300x300px|Diffuse texture example]]
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.
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.


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.
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.
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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.
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.


(To be continued) (Need to add more images and make writing style more consistent)
 
PBR vs non-PBR (extreme example):
 
 
 
(To be continued)

Revision as of 00:56, 4 November 2025

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:

Example of a metallic sphere in PBR rendering

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.

Albedo Maps differ from Diffuse Maps by generally not containing any kind of depth or lighting information.

Albedo texture example
Diffuse texture example

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.


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.

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.


PBR vs non-PBR (extreme example):


(To be continued)