$mraotexture: Difference between revisions
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== Physically Based Rendering == | == Physically Based Rendering == | ||
{{Main|Physically Based Rendering}} | {{Main|Physically Based Rendering}} | ||
[https://www.adobe.com/products/substance3d/discover/pbr.html Physically Based Rendering] is a photorealistic shading technique that takes lighting information about the metalness, roughness, and ambient occlusion of a texture and then renders lighting in a realistic manner. Most modern game engines utilize PBR for the majority of their textures, and unfortunately due to the {{Source|4}} engine's age, it is not supported by all the official Valve branches. However some | [https://www.adobe.com/products/substance3d/discover/pbr.html Physically Based Rendering] is a photorealistic shading technique that takes lighting information about the metalness, roughness, and ambient occlusion of a texture and then renders lighting in a realistic manner. Most modern game engines utilize PBR for the majority of their textures, and unfortunately due to the {{Source|4}} engine's age, it is not supported by all the official Valve branches. However some third party games and engine branches support this shader. | ||
== MRAO == | == MRAO == | ||
An MRAO ('''M '''etalness, '''R''' oughness, '''A'''mbiemt '''O'''cclusion) texture is a texture that contains lighting information on the metalness, shinyness, and self-shadowing of the diffuse (a.k.a base, albedo) texture through the intensity of the RGB channels. This reduces the amount of texture maps for one PBR material from 5 to 3, reducing file space and memory cost. | An MRAO ('''M '''etalness, '''R''' oughness, '''A'''mbiemt '''O'''cclusion) texture is a texture that contains lighting information on the metalness, shinyness, and self-shadowing of the diffuse (a.k.a base, albedo) texture through the intensity of the RGB channels. This reduces the amount of texture maps for one PBR material from 5 to 3, reducing file space and memory cost. | ||
Revision as of 07:36, 23 October 2023
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The user who added this notice, should you wish to contact them, is: Equalizer5118, an idiot who cant spel (talk) 22:16, 22 October 2023 (PDT) tr = idir.
Additional Notes: accidentally pressed save instead of preview, whoops. Will update with screenshots and creation methods.
$mraotexture is a s2 available in
Strata Source,
Titanfall 2,
Hunt Down the Freeman, and
Apex Legends.
- The
{{{game}}}parameter is inconsistent with the name defined by the {{Strata}} template. This can most likely be fixed by setting the value of the{{{game}}}parameter toStrata Source.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
It is available exclusively for the PBRshader to define the MRAO texture to use for the Physically Based Rendering.
Physically Based Rendering
Physically Based Rendering is a photorealistic shading technique that takes lighting information about the metalness, roughness, and ambient occlusion of a texture and then renders lighting in a realistic manner. Most modern game engines utilize PBR for the majority of their textures, and unfortunately due to the
Source engine's age, it is not supported by all the official Valve branches. However some third party games and engine branches support this shader.
MRAO
An MRAO (M etalness, R oughness, Ambiemt Occlusion) texture is a texture that contains lighting information on the metalness, shinyness, and self-shadowing of the diffuse (a.k.a base, albedo) texture through the intensity of the RGB channels. This reduces the amount of texture maps for one PBR material from 5 to 3, reducing file space and memory cost.