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gamedev:textureproperties:roughness_remap_upper

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gamedev:textureproperties:roughness_remap_upper [2019/05/09 08:41] – removed dragonlordgamedev:textureproperties:roughness_remap_upper [2019/05/09 08:41] – created dragonlord
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 +{{tag>graphic skin texture roughness}}
 +<WRAP youarehere>
 +[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **roughness.remap.upper**
 +</WRAP>
  
 +====== Skin Texture Property: roughness.remap.upper ======
 +
 +Defines the upper remap value for the roughness texture property.
 +
 +|Excepted Data Source|1 component value|
 +|Data Range|0 to 1|
 +|Default Value|1|
 +|Affected Modules|Graphic|
 +|Linked Properties|[[gamedev:textureproperties:roughness|roughness]]|
 +
 +====== Description ======
 +
 +The **roughness.remap.upper** texture property defines together with the **[[gamedev:textureproperties:roughness_remap_lower|roughness.remap.lower]]** texture property a remapping of the values of the **[[gamedev:textureproperties:roughness|roughness]]** texture property. The remapping squeezes and offsets the values from the 0 to 1 range to the roughness.remap.lower to roughness.remap.upper value. This can be used to modify a roughness image without needing to change it. This allows also to reuse roughness images across multiple materials. Many materials share similar roughness images just with different ranges of roughness values. Using the remapping this can be done fast and with less images created. Another use is to use the full depth resolution of images even if the final roughness range is rather narrow. In this case the roughness image is autored from black to white and placed in the right roughness value range using the remap texture properties.
 +
 +See the **[[gamedev:textureproperties:roughness|roughness]]** texture property for information about how roughness works or see **[[gamedev:pbr|physically based rendering]]** for a detail explanation of the physically based rendering system.
 +
 +The source is typically a single component value inside the range from 0 to 1. Make sure the **[[gamedev:textureproperties:roughness_remap_lower|roughness.remap.lower]]** texture property is always equal or larger than the value of this texture property.
 +
 +The default value for this texture property is 1.
 +
 +====== Examples ======
 +
 +<WRAP center 100%>
 +<WRAP center box 620px>
 +{{ :gamedev:textureproperties:roughness.png |Materials with same reflectivity but different roughness}}
 +<WRAP centeralign>Materials with same reflectivity but different roughness. Using the roughness.remap.lower and roughness.remap.upper the same roughness image can be used but shifted to different value ranges.</WRAP>
 +</WRAP>
 +</WRAP>
gamedev/textureproperties/roughness_remap_upper.txt · Last modified: 2019/05/24 23:43 by dragonlord