Cold_Blizzard
New member
Hello guys I even don't know how explain it, i ll just try add some records. And the question - is there any way to cure it, make all textures leave ground untouched in terms of height.
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I'll avoid the technical language. When 3D graphics first began about 40 years ago, textures on objects were just images that were projected onto the object much like using a slide projector to cast an image on a room full of furniture. There were lots of distortions introduce by this method. Later UV wrapping was created to allow textures to be fitted to the surface of objects like your clothes are fitted to wrap around your body. But images were still used for the textures and those images were either photographs of real world surfaces or hand painted images created by a artist. Both included highlights and shadows to make them look 3D but this was an illusion and if used in an animation or game where the object moved or the lighting changed over time the illusion fell apart. So PBR or Physically Based Rendering was created to more accurately create an textured object that can move about as the light changes and still maintain the 3D illusion. This is done by using a series of maps for different purposes such as a color map, normal map, height map, roughness map and specular map that together allow the texture of an object to change as the lighting changes. Here is a more technical explanation if you want more.What does PBR actually mean ?
I'll avoid the technical language. When 3D graphics first began about 40 years ago, textures on objects were just images that were projected onto the object much like using a slide projector to cast an image on a room full of furniture. There were lots of distortions introduce by this method. Later UV wrapping was created to allow textures to be fitted to the surface of objects like your clothes are fitted to wrap around your body. But images were still used for the textures and those images were either photographs of real world surfaces or hand painted images created by a artist. Both included highlights and shadows to make them look 3D but this was an illusion and if used in an animation or game where the object moved or the lighting changed over time the illusion fell apart. So PBR or Physically Based Rendering was created to more accurately create an textured object that can move about as the light changes and still maintain the 3D illusion. This is done by using a series of maps for different purposes such as a color map, normal map, height map, roughness map and specular map that together allow the texture of an object to change as the lighting changes. Here is a more technical explanation if you want more.