0. In all corresponding tiles, 0 represents black and 1 represents white. The darker the position, the smaller the value, and the whiter the position, the larger the value.

1. Four lighting models

Four light modes = two incident modes times two reflection modes;

2. The Specular (reflection)

Reflectance: non-metallic (normal reflectance) : value=0.5, reflectance is about 4%; High reflectance: value=1.0, reflectance is about 8%. The reflectivity is 100% under direct vision. The engine handles it itself.

Due to normal reflectivity <=0.5, the overall reflection map is gray.

Cracks (low reflectivity) are shown in black, and a good reflection map is obtained by adding 0.5 shades of grey to the edges of the cracks.

例 句 : The Color of the Base Color is the same as that of the Base Color.

The base color determines the diffuse color of the surface.

Pay attention to the color range, not too bright or too dark.

Base colors do not include shadow effects.

Basic colors are broad, flat, solid colors.

Step 4.Roughness. White represents rough and black represents smooth.

Roughness determines the clarity of reflection.

5.Matallic

Switching between non-metal and metal shaders is amazing.

Nonmetal: Base Color determines diffuse Color. Specular determines Specular reflection, with a reflectivity of 0~8%. (that is normal) metal: Base Color determines mirror reflection, reflectivity 0 ~100%, and Color is determined by Base Color. The diffuse color is automatically set to black. Specular input will be ignored.

6.Normal

The color of each pixel of the normal map represents the normal vector at that position on the surface. Do not draw by hand. Used to add more subtle surface bump variations on triangular model surfaces.