Texture and Mapping Principles

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Flashcards covering core vocabulary, PBR workflows, texture maps, shader configurations, and advanced texture baking techniques.

Last updated 2:33 AM on 9/13/26
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27 Terms

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Texturing

The process of giving a 3D model (a collection of colorless polygons) physical substance and appearance, making it look like wood, metal, plastic, or stone.

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Physically-Based Rendering (PBR)

A material creation philosophy based on the actual physical properties of light interaction with surfaces, ensuring materials look correct across all lighting conditions.

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Microfacet Surface Model

A PBR model concept assuming all surfaces are covered in microscopic imperfections (microfacets), where their alignment determines whether a surface appears smooth or rough.

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Energy Conservation

A fundamental physics law in PBR shaders stating an object cannot reflect more light energy than it receives, splitting light into specular (reflected) and diffuse (scattered) components.

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Conductors (Metals)

Highly conductive materials that reflect almost all incoming light, have no diffuse color, and are defined appearance-wise by colored reflections.

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Dielectrics (Non-Metals)

Insulating materials where light penetrates the surface, is absorbed and scattered, and re-emerges to produce perceived diffuse color.

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Albedo (Base Color) Map

A PBR map containing pure diffuse color information devoid of lighting or shadows; it defines base material color for non-metals and reflection color for metals.

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Roughness Map

A grayscale PBR map describing microfacet surface detail, where 0.0 represents a perfectly smooth mirror reflection and 1.0 represents a completely rough diffuse reflection.

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Metallic Map

A black-and-white PBR map that tells the render engine whether a surface is a raw metal (white value) or a non-metal/dielectric (black value).

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Normal Map

An RGB texture map where Red, Green, and Blue channels correspond to X, Y, and Z directions, faking surface bump details without adding real polygons.

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Ambient Occlusion (AO) Map

A texture map containing soft contact shadows that naturally occur in crevices and corners where surfaces meet closely.

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Texture Atlasing

An optimization technique of unwrapping multiple smaller 3D objects and arranging their UVs onto a single texture sheet to save memory and processing power.

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Texel Density

The ratio of texture resolution to 3D surface area, kept consistent across objects in a scene to prevent visual detail mismatches.

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Metallic/Roughness Workflow

The modern standard PBR workflow using Base Color, Metallic, and Roughness maps to define material physical properties.

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Specular/Glossiness Workflow

A PBR workflow utilizing Diffuse maps, Specular maps (defining reflection color and intensity), and Glossiness maps (the inverse of Roughness).

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Principled BSDF

Blender's multi-input 'uber-shader' node designed to create PBR materials by providing direct inputs for standard PBR texture maps.

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BSDF

An acronym standing for Bidirectional Scattering Distribution Function, describing light interaction and scattering on surfaces.

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Texture Baking

The process of projecting and recording surface details and normals from a high-poly model onto an image texture applied to a low-poly target model.

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High-Poly Model

The detailed source sculpture model rich with high-density geometry, fine wrinkles, screws, and surface details used for baking.

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Low-Poly Model

The performance-optimized target model built with clean, lower-density geometry matching the basic silhouette of the high-poly model.

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UV Unwrapping

The process of flattening the 3D mesh surface of a low-poly model into a 2D planar map for texture application and baking.

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Ray Casting

The underlying mechanism of texture baking where rays are cast from the low-poly surface to the high-poly surface to capture surface detail.

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Cage

An optional, slightly enlarged duplicate version of the low-poly mesh acting as a precise starting boundary for ray casting during baking.

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Extrusion (Baking Setting)

A bake setting that shoots rays outward from the low-poly model to bridge gaps and locate the high-poly surface.

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Max Ray Distance

A bake setting that limits how far cast rays travel searching for the high-poly surface, preventing unwanted projection onto distant mesh areas.

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Texture and Mapping Pipeline

The sequential workflow process connecting 3D modeling, UV unwrapping, maps creation, shader setup, texture baking, and low-poly target application.

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Baking Detail Transfer Process

The step-by-step detail transfer flow from high-poly detail to low-poly target using ray cast, cage control, and normal map generation.