As a whole, they are called texture maps ; individualy, "somethingmap" or "something map" (Diffuse texture/map, Normalmap, Specular map, and so on). Many of these terms are actually not very correct when you think of it (diffuse vs albedo...) but it all comes down to common usage. Just stick around here for about a week…
Terminology wise, self-illumination should be the light that the object is casting on itself. You'd probably treat that 'light' the same way you'd treat lighting from other sources when you collate it in the shader for the purposes of diffuse and specular calculations. It's illuminating itself. Emissive maps are generally…
In that respect you're right, and really my statement was probably more syntactic than semantic. The exponentiation of the cosine term in the phong and blinn models *is* a quick and dirty way of simulating surface roughness and more diffused scattering. I was thinking of the cook-torrence and oren-nayar models, which use…
to be honest it would of been nice if the naming convention for real time shaders was exactly the same as in pre- rendered shaders so no confusion would exist. it would also be nice if all 3d graphics just used the same naming convention for texture maps. shader is a material... a shader is a bit of code that takes image…
Hello Polycount! I am a painter and illustrator, getting into 3D. There are some concepts in 3D that are very helpful in 2D painting. One of them is the concept of "maps" like normal map, emissive map, specular map, diffuse map, etc. What is the name of the category of these maps? There must be a more precise word than…