Difference between revisions of "RMA"
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RMA stands for [[Roughness map|Roughness]] + [[Metallic map|Metallic]] + [[Ambient occlusion map|Ambient occlusion]], which are packed into the red, green, and blue channels of a bitmap. | RMA stands for [[Roughness map|Roughness]] + [[Metallic map|Metallic]] + [[Ambient occlusion map|Ambient occlusion]], which are packed into the red, green, and blue channels of a bitmap. | ||
− | These maps are used with [[PBR | + | These maps are used with [[PBR]] (Physically Based Rendering). |
The process of combining different maps into RGB channels is called [[ChannelPacking|channel packing]]. | The process of combining different maps into RGB channels is called [[ChannelPacking|channel packing]]. |
Latest revision as of 12:51, 24 May 2015
RMA stands for Roughness + Metallic + Ambient occlusion, which are packed into the red, green, and blue channels of a bitmap.
These maps are used with PBR (Physically Based Rendering).
The process of combining different maps into RGB channels is called channel packing.
Tools
More Information
- Ambient occlusion map
- ChannelPacking
- MultiTexture
- Normal Map Compression
- PBR
- Roughness map
- Metallic map
- Shaders
- Texture atlas
- TextureCoordinates