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指南

PBR 贴图说明:法线、粗糙度、AO 等

Albedo、法线、高度、粗糙度、金属度、AO 各自做什么。

正文目前仍为英文技术原文;标题与摘要已中文化。可先打开相关工具实操。

步骤

  1. Start from a photo in the homepage generator (or a sample material).
  2. Inspect each map thumbnail: albedo, normal, height, roughness, AO, metallic, bump, curvature, specular.
  3. Tune sliders while watching the 3D preview under studio lighting.
  4. Export an engine ZIP so channel packing matches Unity, Unreal, Godot or Blender.

Color and shape

Albedo (base color) is the flat color without strong baked shadows. Normal maps fake micro-detail under lights. Height and displacement store greyscale elevation — height for parallax, displacement for moving geometry (16-bit PNG here).

Light response

Roughness controls how blurry reflections are (white = rough). Metallic marks metal vs dielectric. Specular is used in specular/gloss workflows and some Blender setups. AO darkens cracks where ambient light is blocked.

Extras: bump and curvature

Bump is a single-channel height-like map for older or simpler shaders. Curvature highlights edges and cavities and is useful for wear masks or procedural dirt — not required by every engine.

常见问题

Which maps does NormalMapAI generate?

Albedo, normal (OpenGL or DirectX), height, displacement, roughness, AO, metallic, bump, curvature and specular.

Do I need every map?

Most real-time materials need at least albedo, normal and roughness (plus metallic or specular). AO and height improve contact shadow and parallax.

Is this the same as Substance?

Same map names and goals, different workflow: photo → browser generator instead of a full authoring suite.