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3D Texturing Materials & Surface Properties Flashcards

6 cards from real 3D Texturing practice questions. Tap to flip, then mark Knew It or Still Learning — missed cards come back until you master them.

Read the first 6 3D Texturing Materials & Surface Properties flashcards as text
  1. What is a 'displacement map' and how does it differ from a normal map?

    Answer: Displacement physically moves mesh vertices at render time, while normal maps only fake lighting detail

    Displacement maps physically alter mesh geometry at render or subdivision time, producing true silhouette detail that normal maps cannot.

  2. In PBR, why should the albedo map of a non-metallic surface avoid very dark or very bright values?

    Answer: PBR energy conservation breaks with extreme albedo values, producing non-physical reflectance

    PBR energy conservation requires albedo values to stay within a realistic range (roughly 30–240 sRGB) to avoid surfaces that absorb or emit more light than physically possible.

  3. What does an opacity/alpha map control in a 3D material?

    Answer: The transparency or cutout regions of a surface, masking which pixels are visible

    An opacity map defines which pixels of a material are transparent, semi-transparent, or fully opaque, used for foliage, hair cards, and decals.

  4. What is 'emissive mapping' used for in a PBR workflow?

    Answer: Making specific parts of a surface glow or emit light independent of scene lighting

    Emissive maps define areas of a material that appear to emit light, used for screens, neon signs, and glowing circuitry.

  5. In PBR texturing, what is the difference between a 'specular workflow' and a 'metallic-roughness workflow'?

    Answer: Specular workflow uses separate specular color and glossiness maps; metallic-roughness workflow uses a metallic mask and roughness map

    The specular workflow provides explicit specular color control while the metallic-roughness workflow uses a simpler metallic mask, making it the standard in most game engines.

  6. What is 'texel density' in the context of 3D texturing?

    Answer: The number of texture pixels per unit of world space, ensuring consistent texture resolution across surfaces

    Texel density measures how many texture pixels cover a unit of physical space, and maintaining consistent texel density prevents obvious resolution differences between objects.