Reference › Glossary
Glossary
Common texturing and PBR terms.
| Term | Meaning |
|---|---|
| PBR | Physically-Based Rendering — materials described by physical properties (albedo, roughness, metallic) so they look right under any lighting. |
| Base Color (Albedo) | The surface's pure colour, with no lighting or shadow baked in. |
| Roughness | How rough vs. glossy a surface is — controls how sharp reflections are. |
| Metallic | Whether a surface behaves as metal (1) or non-metal/dielectric (0). |
| Normal map | Encodes surface detail as directions, faking bumps without extra geometry. |
| Height | A displacement/parallax map representing surface elevation. |
| Ambient Occlusion (AO) | Soft contact shadowing baked from the mesh's shape. |
| Curvature | How convex/concave the surface is — drives edge wear and cavity effects. |
| Thickness | How thin or thick the surface volume is, from inward ray-casting. |
| UV | The 2D coordinates that map the texture onto the 3D surface. |
| Texel | One pixel of a texture (“texture element”). |
| Texture set | The layers/channels/maps for one material slot of the mesh. |
| Channel | One PBR output of a texture set (Base Color, Roughness, …). |
| Bake | Generating a mesh map (Normal, AO, …) from geometry. |
| Cage | An offset shell around the low-poly that bounds projection rays during baking. |
| High-poly / Low-poly | The detailed sculpt vs. the optimised game mesh; baking projects detail from high to low. |