Albedo: Difference between revisions
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=== Engine === | === Engine === | ||
Engine-wise, '''Albedo''' is usually used to archive a brighter or toon-like surfaces, such what we see in {{dota2|4}} and {{tf2|4}} characters. Often confused and interchange term for [[Diffuse|Lambert Diffuse]] texture, often combined with other informations such radiosity maps, luminance maps, shadow maps, diffuse maps and occlusion maps as [[cheap]] shading aproximation. | Engine-wise, '''Albedo''' is usually used to archive a brighter or toon-like surfaces, such what we see in {{dota2|4}} and {{tf2|4}} characters. Often confused and interchange term for [[Diffuse|Lambert Diffuse]] texture, often combined with other informations such radiosity maps, luminance maps, shadow maps, diffuse maps and occlusion maps as [[cheap]] shading aproximation. | ||
{{ | {{todo|Add image examples for individual map and the composed result in image}} | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 01:06, 4 January 2024



An albedo, often interchangeably referred to as diffuse map, is a term used to describe reflection coefficient of a material surface containing view-independent Base Color information without any additional lighting or shadow information. Often stored into a Image Texture.
It's used to tell which color tint and initially add basic details for a Diffuse surface. And defines what we normally think of a texture as being before enhanced by other "treatment" textures like bump maps or specular masks.
Note:Albedos may are referenced in materials with the
$basetexture
command.
However, $basetexture is not limited for Albedos.Note:When a Albedo is composed with additional information such Ambient Occlusion or surface highlights, it what nowdays called Diffuse on a Diffuse/Specular workflow.
Engine
Engine-wise, Albedo is usually used to archive a brighter or toon-like surfaces, such what we see in Dota 2 and
Team Fortress 2 characters. Often confused and interchange term for Lambert Diffuse texture, often combined with other informations such radiosity maps, luminance maps, shadow maps, diffuse maps and occlusion maps as cheap shading aproximation.