Albedo: Difference between revisions
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{{update|This page has the terms "albedo" and "diffuse map" inversed….}} | |||
An '''albedo''', often interchangeably referred to as '''diffuse map''', is a term used to describe '''reflection coefficient''' of a [[Material|material]] surface containing view-independent '''Base Color''' information without any additional lighting or shadow information. Often stored into a [[texture|Image Texture]].<br> 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 map]]s or [[Phong_materials|specular mask]]s. | An '''albedo''', often interchangeably referred to as '''diffuse map''', is a term used to describe '''reflection coefficient''' of a [[Material|material]] surface containing view-independent '''Base Color''' information without any additional lighting or shadow information. Often stored into a [[texture|Image Texture]].<br> 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 map]]s or [[Phong_materials|specular mask]]s. | ||
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Revision as of 16:12, 5 August 2023

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.
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.
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