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Glossary

Common texturing and PBR terms.

TermMeaning
PBRPhysically-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.
RoughnessHow rough vs. glossy a surface is — controls how sharp reflections are.
MetallicWhether a surface behaves as metal (1) or non-metal/dielectric (0).
Normal mapEncodes surface detail as directions, faking bumps without extra geometry.
HeightA displacement/parallax map representing surface elevation.
Ambient Occlusion (AO)Soft contact shadowing baked from the mesh's shape.
CurvatureHow convex/concave the surface is — drives edge wear and cavity effects.
ThicknessHow thin or thick the surface volume is, from inward ray-casting.
UVThe 2D coordinates that map the texture onto the 3D surface.
TexelOne pixel of a texture (“texture element”).
Texture setThe layers/channels/maps for one material slot of the mesh.
ChannelOne PBR output of a texture set (Base Color, Roughness, …).
BakeGenerating a mesh map (Normal, AO, …) from geometry.
CageAn offset shell around the low-poly that bounds projection rays during baking.
High-poly / Low-polyThe detailed sculpt vs. the optimised game mesh; baking projects detail from high to low.