About Texture Maps
In Cinema 4D’s Material Editor || Metallic – Roughness PBR Workflow Setup
What is a PBR Material?
Physically Based Rendering (PBR) is a method of shading and rendering that provides a more accurate representation of how light interacts with surfaces. It can be referred to as Physically Based Rendering (PBR) or Physically Based Shading (PBS)
Materials May Include These Texture Maps as Needed:
- Base (Color / Albedo)
- Ambient Occlusion (Diffuse)
- Height (Displacement)
- Opacity (Alpha)
- Emissive (Luminance)
- Masks – NEW!
Also known as Base and Albedo Map
Ambient Occlusion Map
DirectX - Tangent - Flip Y
Roughness Map in Dielectric
Set Layer Fresnel to Dielectric
Roughness Map in Metallic
Set Layer Fresnel to Conductor
Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model. Its application to3D graphics was pioneered by Edwin Catmull in 1974.
In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons.
UV mapping is the 3D modeling process of projecting a 2D image to a 3D model’s surface for texture mapping.