Skip to content

Materials

Romain Milbert edited this page Apr 26, 2022 · 3 revisions

RaZ supports two types of materials:

  • Cook-Torrance (PBR (Physically-Based Rendering)), with the metallic/roughness workflow;
  • Blinn-Phong ("classic" old-fashioned).

Textures

  • 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

Textures

  • 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)
Clone this wiki locally