What are the PBR Maps and how does the parameter of each map in CLO3D affect the texture?
◼Normal Map
A normal map provides your texture depth. It stimulates the way light interacts with the surface of materials to fake smaller bumps and dents.
Unlike displacement maps, normal maps will not change your base geometry. So once you go past a certain viewing angle it can lose the effect, especially on larger or more exaggerated raises or dips.
◼Displacement Map
A displacement map, also known as height map, is in grayscale in which black represents the mesh’s bottom and white represents the mesh’s highest peaks, which shades of grey indicating everything in between.
The advantage of height maps is the incredible detail they add that always looks correct at all angles and lighting conditions.
◼Alpha Map
An alpha map, also known as opacity, transparent map, is a grayscale map that allows you to make parts of your material transparent.
White is fully opaque and black is transparent. The shades of grey are the various levels of translucency between them.
◼Roughness Map
A roughness map determines how light is spread across the surface of your model.
Rough surfaces scatter light in more directions than smooth surfaces, resulting in fuzzier rather than sharper reflections.
The example of increasing Roughness Map Intensity with the same Reflection Intensity
The example of increasing Reflection Intensity with the same Roughness Map Intensity
◼Metalness Map
A metalness map is a grayscale map, but best practice is to only use white and black values and do the variations in between using your roughness maps.
Black represents non-metallic (electric), and white stands for metal.