Common map three-dimensional graphics rendering

Maps (Map) is art made in ps and other software to generate a picture, there are many formats such as: dds, bmp, png, jpg and so on.

In the three-dimensional graphics rendering, texture and shader combined into a material that tells how to draw gpu, determines the three-dimensional surface model of the final presentation of the colors.

Map as a material used for the image. Map them to the surface of the material is applied, and then applied directly to the place such as diffuse texture and the like, or as a mask in the pixel values ​​in the texture map material, or for other calculations.

 

Diffuse Map (diffuse texture, also called color map; Base Color; Albedo Map - albedo map): for representing color and intensity of irradiating light and the object is to show

Bump Map (bump mapping): to increase the three-dimensional model. It does not change the shape of the model, but to achieve the effect of irregularities by the influence of the shadow model surface. The game has two different types of bump maps: normal maps (normalmap) and height map (highmap).

Normal Map (normal maps): defines the inclination or normal to a surface. Put another way, they changed the inclination of the surface of what we see

There are two ways to make normal maps:

① rendered from a three dimensional model showing a normal map (with a low modulus and high modulus overlap, the baking mold details to the high-low mode UV, where there is a need for low modulus superimposable UV)

② convert ps in a height map as a normal map. (Using NVIDIA the Texture Tools  PS plug-in)

Height Map (height map): A black and white image, which is defined by the pixel height model of the surface. Where the higher the white pixels, the lower the dark place, in the middle gray, so that the performance of different terrain.

Specular Map (specular light map, specular map, also known) or Reflective Map or Gloss Map (Gloss mapping): A black and white image, the white pixels where the specular reflection is stronger, weaker the specular reflection dark place, for presentation model degree reflective surface (plastic> wood> skin> fabric), thereby to distinguish between different materials

Mask Map (Opacity Map, Opacity Mask Map, opacity maps, mask map):

Emission Map (Emissive Map, Self-Illumination Map [self-luminous map])

Only increase the brightness of the texture itself, not influence the position of scene illuminant and the camera, it will not illuminate other objects

Glow Map (glow mapping): simulated sparkling effect, it does not illuminate the environment, the scene illuminant and the camera position is not affected. Excessive glow effect will make people confused, so often used to model small parts, such as the robot's eyes, precious stones and ornaments on equipment

is not a glow effect, c is added glow effect, b to pull out the pixel by the glow sticker

B pull out of the pixels do blur (Blur) processing, blur will cause some of the pixels extended outward to form a glow effect, and then the Alpha Blend with a can of FIG.

Light Map (light map)

The baked object lighting information stored in advance in the map light, lighting calculations performed when no real-time rendering, instead of using the map to represent shading effect

The Map Shadow ( shadow map ): can be baked in advance or in real-time computing.

Ambient Occlusion (AO mapping, environment mapping obstruction, Occlusion map, also referred to as OCC or white mold): Use a gray map to represent the effect of mutual influence between the object, as will be appreciated as a form of shading sketch,

Mainly used to improve the shadows, textures in the dark, the shadow will be added to the deeper (if input AO texture of a pure white, the equivalent of shutting the AO effect), to the scene (model) more depth to help better performance details of the model.

Ambient Map (ambient illumination map, the map may also be referred to as a backlight): Ambient AO map here is different from the Ambient, Diffuse as part controls the backlight of the color change of the object, but also some effect on the light-facing surface.

In reality, the back surface of the object will be the environment in a variety of light to illuminate the rebound, is not pure black. Ambient lighting map used in low light scene, the brightness of the object for improving the dark side.

Environment Map (environment map) , also referred to as a reflection map ( the Reflection the Map ): with a texture mapped onto the reflecting object, such that the image scene seen on the reflecting object; FIG. This may be a good fake environment map can also be generated in real time (the reflecting object as a virtual eye, the scene in real-time to generate a virtual map).

Mapping manner is divided into: a spherical environment mapping textures (standard environment mapping textures, Sphere Map), cube map environment mapping ( Cube the Map ), double paraboloid environment mapping textures (Parabola the Map)   Spherical, Cubic, and Parabolic Environment Mappings.pdf

 

Glossiness Map (Gloss mapping): PBR material used in mapping for a black and white, for controlling the micro-roughness of the surface model.

More white pixels in FIG place, the more smooth the surface of the micro, the more concentrated the range of directions of the reflected light of a single pixel, the smaller the brighter the highlight dots, mapped to the model surface to the surrounding environment becomes clearer

Roughness Map (roughness mapping): Glossiness Map and function the same, but the value stored in the figures are reversed

Metallic Map (degree map metal): PBR material used in texture, is a binary black and white

Few transition between the metal and nonmetal materials. Thus, the metal texture of the tips is produced - a high contrast (black and white) - non-metallic black, white metal.

In reality, we rarely see a semi-metal semi-non-metallic materials. If you see the texture of the metal which model of a large number of gray, where it must be wrong.

Deep down, the core PBR is to abandon the traditional reflective of the map, using two slightly different formula to calculate the material.

What are the two formulas you have to ask? A metallic formula, a non-metallic formula. For the metal, in the region of the spectrum has a strong optical absorption, while at the same time have a large reflectivity, and therefore does not show diffuse color;

There are large nonmetallic diffuse reflection. There are two obvious differences, thus treated differently in the rendering pipeline PBR. In short, do not metallicity (Metallic) maps to draw too gray

 

reference

UE3 Material & maps 

UE4 texture map

High school physics: Graphics Programming

High school physics: Xna Programming

 

 

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Origin www.cnblogs.com/kekec/p/11828332.html