Настоящие PBR-карты

Base color, normal, roughness, metalness и occlusion.

3D / WebGLPBRnormalroughnessтекстуры

Когда использовать

Apply a scanned PBR texture set with correct map semantics instead of using one image for every channel.

Решения для реализации

  1. Use sRGB for diffuse/base-color maps and NoColorSpace for normal, roughness, metalness and AO.
  2. Choose the OpenGL normal map for Three.js; do not silently substitute a DirectX normal without flipping its Y channel.
  3. Keep roughness and metalness maps independent. A grayscale roughness preview is not a color texture.
  4. Preserve texture scale and repeat when moving from a sample sphere to the project geometry. Add sufficient UVs and subdivisions before displacement.

Как проверить результат

  • Roughness affects highlights rather than base color.
  • Metalness and dielectric regions respond differently under the same HDRI.
  • Seams and texture scale are checked on the destination mesh.

Файлы

SKILL.mdcomponents/asset-viewer.tsx
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