PBR Maps
Technical specification of the maps generated by the colormass Scanner
Last updated
Technical specification of the maps generated by the colormass Scanner
Last updated
Mask/Alpha (optional)
Grayscale
linear
Describes a simplified version of transparency. Black represents a completely transparent region of the surface, where light passes through unperturbed. White represents a (usually opaque) region where the rest of the maps have full influence over the behavior, and no blending occurs. Intermediate values result in a blending between the shaded surface and full transparency.
Transmission (optional)
RGB
sRGB (except EXR: linear)
Describes the amount and color of light transmitted through the surface of a material. When this originates from the colormass scanner, this is assumed to represent diffuse (scattering) transmission. (Since the scanner cannot distinguish between areas that are fully transparent and areas that have very high scattering transmission, this usually needs to be combined with a mask. The mask may be derived from the transmission map by picking a threshold which identifies high-transmission areas as fully transparent.)
Diffuse
RGB
sRGB (except EXR: linear)
RGB map that can contain two types of data: diffuse reflected color for dielectrics and reflectance values for metals. It is devoid of any lighting information such as ambient occlusion.
Normal
RGB
linear
A map describing the surface orientation by an RGB encoding. It uses the standard tangent space format, identified by the dominant purple color, corresponding to a vector facing directly away from the surface. Rendering engines differentiate between 2 types of formats: OpenGL (Y+ up) and DirectX (-Y down). We normally provide the OpenGL (Y+ up) format. It can be transformed to DirectX (-Y down) by simply inverting / flipping the green color channel if required.
Roughness
Grayscale
linear
Describes the surface irregularities that cause light diffusion. Black represents a completely smooth / shiny surface and white represents a completely rough / diffuse surface. In-between grayscale values allow for different roughness values.
Specular
Grayscale
linear
Describes Fresnel reflectance for dielectric materials. Black represents 0% reflectance and white represents 8% reflectance. Most real-world dielectrics have around 4% reflectance, so the values of this map will mostly be around mid-gray.
Metalness
Grayscale
linear
Describes which parts of the surface are metallic (represented as white) or non-metallic/dielectric (represented as black). Also grayscale values in-between are possible, representing mixtures of metallic and dielectric surfaces.
Anisotropy Strength
Grayscale
linear
Describes the strength of the anisotropic highlight. Black represents a completely isotropic surface (circular, directionally independent highlight), white represents a completely anisotropic surface (elongated, directionally dependent highlight). In-between values define different levels of anisotropy.
Anisotropy Rotation
Grayscale
linear
Describes the orientation of the anisotropic highlight. It uses a clockwise encoding where black represents a 0°, mid-gray represents a 180° and white represents a 360° rotation of the anisotropic highlight.
Displacement
Grayscale
linear
Describes small-scale geometric detail of the surface. Black represents zero modification, white represents the surface being fully pulled "outwards". In-between values allows different levels of displacement. The (metric) value of how far the surface should be displaced outwards for a white color value is currently not made available and up to artistic control.