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Materials
Romain Milbert edited this page Apr 26, 2022
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RaZ supports two types of materials:
- Cook-Torrance (PBR (Physically-Based Rendering)), with the metallic/roughness workflow;
- Blinn-Phong ("classic" old-fashioned).
- Albedo, pure color without any simulation
- Emissive, representing areas that emit light
- Normal map, simulating details by modifying the normals
- Metallic, representing areas that are metallic
- Roughness, representing areas that are relatively rough or smooth
- Ambient occlusion, simulating areas on which light is occluded by geometry
- Diffuse, base color texture
- Emissive, representing areas that emit light
- Ambient, minimal color to be displayed (even without any lighting)
- Specular, representing areas that reflect light
- Transparency, handling transparent areas (not effective yet)
- Bump map, simulating details by displacing geometry (not effective yet)
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