Albedo: Difference between revisions
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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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: {{ | : {{note|Albedos may are referenced in [[material]]s with the <code>[[$basetexture]]</code> command.<br>However, [[$basetexture]] is not limited for Albedos.}} | ||
: {{ | : {{note|When a Albedo is composed with additional information such [[Ambient_Occlusion|Ambient Occlusion]] or surface highlights, it what nowdays called [[Diffuse]] on a Diffuse/[[Specular]] workflow.}} | ||
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=== Engine === | === Engine === |
Revision as of 00:39, 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.
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