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+ | ====== PBR Materials ====== | ||
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+ | Physically based rendering requires feeding the lighting equation with more real-world values. This means that materials in SpeedTree 8 have different map slots than previous versions. It is also beneficial for these maps to be within specific ranges to accomplish the best reaction of the material in all lighting scenarios. | ||
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+ | =====Maps===== | ||
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+ | ====Color==== | ||
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+ | This defines the intrinsic color of the material, or what it would look like under a white light with no reflected/ | ||
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+ | ====Opacity==== | ||
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+ | This map is the mask, or cut out of your material. White is opaque; black is transparent. | ||
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+ | ====Normal==== | ||
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+ | The Normal map is used to provide surface detail by perturbing the facing direction of each individual pixel. SpeedTree expects tangent-space normal maps. Normal maps with higher contrast produce sharper, more pronounced changes in lighting. | ||
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+ | ====Gloss==== | ||
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+ | Gloss is the representation of how rough the surface is at a micro level. Sometimes it is also called " | ||
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+ | All surfaces in the real word have some sort of glossiness to them. When light bounces off a surface, how much it is scattered is controlled by how glossy it is. With a low glossiness value, the light that is reflected is diffused by the microsurface, | ||
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+ | Even a very dull bark still has specular light bouncing off the surface. Often, surfaces you think of as "not glossy" | ||
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+ | ====Specular==== | ||
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+ | The Specular map is used to scale the amount of light reflected off a surface. In the real world, this varies only slightly, so in most cases it should be left at the default value (0.75 gray). On fully metallic surfaces, this map is ignored. | ||
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+ | Occasionally for very rough surfaces, you can use a " | ||
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+ | ====Metallic==== | ||
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+ | This map controls how " | ||
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+ | When set to 1, diffuse light becomes black and specular light is now colored with the Color map. The Specular map is ignored on metals. | ||
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+ | For almost all tree materials, metallic should be left at 0. | ||
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+ | ====Subsurface==== | ||
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+ | Subsurface light is light that passes through the material and exits on the other side, common for leaves and flowers. The thinner, brighter, and more porous a surface, the more subsurface light you will want to have shine through the back side. | ||
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+ | In SpeedTree, subsurface light is controlled by two separate maps - Subsurface Color and Subsurface Amount. In many exports, these maps are combined into one texture. But, having them separate makes it much easier to edit the color and amount separately. | ||
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+ | ====Ambient Occlusion (AO)==== | ||
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+ | Ambient occlusion helps to simulate the self-shadowing that happens within corners and crevices of a model or surface. Basically, it is a measure of how exposed a point is on a surface. In use, it will darken the ambient light and slightly darken diffuse light. | ||
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+ | ====Custom==== | ||
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+ | The Custom map is not used in any of the render modes we supply with the SpeedTree Modeler. However, the Custom map will enable you to write your own render mode. It is also exported with the tree in the mesh formats, and it is available during texture packing when exporting game formats. You can use this map to pack any other extra data you need that can't be placed elsewhere. | ||
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