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gamedev:textureproperties:nonpbr_albedo

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gamedev:textureproperties:nonpbr_albedo [2022/05/03 17:37] – created dragonlordgamedev:textureproperties:nonpbr_albedo [2026/04/10 18:25] (current) dragonlord
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 {{tag>graphic skin texture nonpbr}} {{tag>graphic skin texture nonpbr}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **nonpbr.metalness**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **nonpbr.albedo**
 </WRAP> </WRAP>
  
-====== Skin Texture Property: nonpbr.metalness ======+====== Skin Texture Property: nonpbr.albedo ======
  
-|Excepted Data Source|component image| +|Excepted Data Source|component image| 
-|Data Range|0 to 1| +|Data Range|0 to 1 for all image components
-|Default Value|0|+|Default Value|(0, 0, 0)|
 |Affected Modules|Graphic| |Affected Modules|Graphic|
-|Linked Properties|[[nonpbr_albedo|nonpbr.albedo]]|+|Linked Properties|[[nonpbr_metalness|nonpbr.metalness]]|
  
 ====== Description ====== ====== Description ======
  
-Defines an artificial Non-PBR Metalness value. This texture property is part of Non-PBR Metalness workflow and is used together with the [[nonpbr_albedo|nonpbr.albedo]] texture property. These values are Non-PBR since they do not represent a single real world material properties. Instead they store [[color|color]] and [[reflectivity|reflectivity]] texture property in a merged format distributed across an //albedo// and a //metalness// texture image.+Defines color using Non-PBR Albedo. This texture property is part of Non-PBR Metalness workflow and is used together with the [[nonpbr_metalness|nonpbr.metalness]] texture property. These values are Non-PBR since they do not represent a single real world material properties. Instead they store [[color|color]] and [[reflectivity|reflectivity]] texture property in a merged format distributed across an //albedo// and a //metalness// texture image.
  
 The albedo image stores [[color|color]] for dieletric parts of the material and a limited [[reflectivity|reflectivity]] for eletric parts of the material. The metalness texture is used as mask. Only for true black and white metalness image this conversion yields reasonable results. For blended values problems like white-edging can happen. The albedo image stores [[color|color]] for dieletric parts of the material and a limited [[reflectivity|reflectivity]] for eletric parts of the material. The metalness texture is used as mask. Only for true black and white metalness image this conversion yields reasonable results. For blended values problems like white-edging can happen.
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 These texture properties exist to allow using textures authored by tool supporting only the Non-PBR Metalness workflow as well as porting from other game engines. These texture properties exist to allow using textures authored by tool supporting only the Non-PBR Metalness workflow as well as porting from other game engines.
  
-The albdeo values are typically an 8 bit image with color component with the data located inside the range from 0 to 1. 0 represents dieletric materials using albedo as [[color|color]]. 1 represents eletric materials using albedo as [[reflectivity|reflectivity]]. Values in between blend between these two mappings.+The albdeo values are typically an 8 bit image with color components with the data of all color components located inside the range from 0 to 1. Values outside this range are physically not plausible.
  
-The default value for this texture property is 0.+The default value for this texture property is pure black (0, 0, 0).
  
gamedev/textureproperties/nonpbr_albedo.txt · Last modified: 2026/04/10 18:25 by dragonlord