←back to thread

89 points betamark | 1 comments | | HN request time: 0.283s | source
1. gm678 ◴[] No.45901471[source]
Another great reference on this: https://3dreference.notion.site/Texture-Types-15aef4826bf04d...

Note that normal maps are still widely used in PBR workflows. The article doesn't mention them, but older renderers tended to use diffuse, specular, normal maps, and modern asset creation typically involves albedo, roughness/smoothness, metalness, and ambient occlusion maps in addition to normal maps for textures.