Difference between revisions of "Diffuse Map"
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naming convention and block compression formats.
imported>Qazaaq m (Scrivener07 moved page Diffuse Maps to Diffuse Map: Plural links are auto generated by the wiki.) |
imported>Google12 m (naming convention and block compression formats.) |
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A diffuse map contains the color information of a surface. Often also referred to as albedo, especially in the context of PBR workflow. | A diffuse map contains the color information of a surface. Often also referred to as albedo, especially in the context of PBR workflow. | ||
Aside from the color information stored in the RGB channels, a greyscale alpha channel can | Aside from the color information stored in the RGB channels, a greyscale alpha channel can be used to control transparency/opacity, where black is fully transparent and white is fully opaque. Note that using transparency in game is more complex than simply adding it to the diffuse. | ||
Diffuse maps are located in the Data/Textures directory tree and are suffixed with "_d" (e.g., Data/Textures/Clothes/VaultSuit/VaultSuit81_d.DDS). When the diffuse doesn't need alpha or only needs 1-bit alpha, they are stored in the BC1/DXT1 compression format. If more than 1 bit of alpha is needed, the diffuse is stored in the BC3/DXT5 format. Note that block compression is lossy, so the image stored can vary from the original image. | |||
[[File:FO4-Diffuse_Map_Example.png|512px|thumb|left|Example of an diffuse map.]] | [[File:FO4-Diffuse_Map_Example.png|512px|thumb|left|Example of an diffuse map.]] |