Texture Types (Research)
Diffuse
Is the most common type of texture and is a raw colour channel for a 3d model. Diffuse maps defines the colour and pattern of the object.
Specular
Is a texture map which defines the shininess of an object or how much light reflects. Specular maps are usually greyscale.
White = the most reflective
Black = the most absorbent.
Gloss
A gloss map can aid in defining the roughness of a surface, the lower the value, the darker areas get more rough. The higher the value the lighter areas of a 3d model are smoother.
Albedo/Base Colour
An albedo/base colour map usually doesn't consist of any shadow and highlights. An albedo map usually consists of just the base color. Though an albedo map is known as a diffuse map, it has no ambient occlusion or directional light.
Roughness
Roughness map & gloss map are similar. Roughness works when the dark areas of a texture will have a glossy look. And, the light areas having a matte look.
Metalness
A metalness map tells the render which parts of a surface should be metallic and which parts of a surface, shouldn't.
White parts of the surface = should be metallic
Black parts of the surface = should be non-metallic
Normal
A normal map allows you to add moderate details of an object, without adding any extra polygons. Each color of a normal map represents each axis which can replicate the light reflecting on the surface.
Emissive
An emissive map is a texture map which doesn't need lighting. It emits colours at full intensity without lighting other surfaces.
Opacity
Controls how transparent a material can be.
Black = fully transparent
White = solid colour
Grey scale = various levels of transparency
Ambient Occlusion (AO Map)
An AO map allows you to apply shadows into a texture but that process is irreversible.
Height Maps
Are greyscale images used to calculate different heights. It's mainly used in landscapes, adding some height detail.
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