1. Mari 4 - Texture Theory
Part of Mari 4 - Fundamentals and Best Practice.
In the Video
Michael Wilde discusses texturing theory and how this affects your downstream work.
Download: Download the camera model from here: Lubitel_camera.obj (right-click and save).
Test Your Knowledge
1. What channels do you need in order to recreate Michael's reference image?
1. Base
2. Bump or Displacement or Normal
3. Reflective
4. Specular or Roughness
2. What is the difference between color and scalar data.
Color data is the color information that is visible to the viewer.
Scalar data is the calculated information that contributes to the visible color information, such as bump, specular, and roughness maps.
3. What does 32-bit floating point mean?
32-bit float means colors are no longer stored as number, where 50% gray is (128, 128, 128), but rather as a percentage or decibel where gray is .5, or half-way between black and white.
4. What is the difference between sRGB and Linear color space?
Linear values equate to light intensities equal to that of what we see in the real world.
sRGB (Standard Red, Green, Blue) is how a monitor interprets the real world values due to its inability to reproduce actual real world values natively.
Exercise
Create four new channels labeled “Overlay Color”, “Metallic”, “Normal”, “Vector”. Connect each of those channels to the corresponding Principled BRDF shader input.