PBR reference

PBR and Texture Glossary

PBR is a material-shading approach that separates surface color, shape, reflection, and self-lighting into explicit inputs so the material responds consistently as lighting changes.

Browse 34 concise definitions with production aliases, anti-definitions, color-space rules, normal conventions, packed-channel contracts, and canonical deep links.

Definitions and aliases Updated

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What this glossary owns

This page defines terms and aliases. It does not replace map tutorials, measured material references, engine setup, or the live tools.

PBR and texture terms, decoded

Definitions stay short. Aliases and anti-definitions identify where production vocabulary diverges.

01 · Map channels

Ambient occlusion

Aliases: AO, occlusion map

A scalar texture that attenuates indirect light in local cavities or contacts when the shader exposes an AO input. [1] [2]

Not: Broad cast shadows, direct-light baking, or a replacement for global illumination.

Data contract: Linear • usually R • 0 occluded / 1 unoccluded

Open the AO map owner · Canonical glossary link

02 · Map channels

Base color

Aliases: albedo, diffuse color, baseColor

The RGB surface-color input used by a metallic-roughness PBR material before scene lighting is applied. [1] [2] [3]

Not: Baked directional light, a final shaded render, emission, or vertex color.

Data contract: sRGB • RGB; alpha may carry opacity by contract

Open the albedo map owner · Canonical glossary link

03 · Packing & delivery

Bit depth

Aliases: bits per channel, 8-bit, 16-bit

The number of stored precision levels per channel; more bits can reduce banding but do not make an inferred map more physically accurate. [1]

Not: Image resolution, color space, file compression, or GPU texture format.

Data contract: Common source values: 8 or 16 bits/channel

Read map precision context · Canonical glossary link

04 · Foundations

Bloom

Aliases: glow post-process

A post-processing effect that spreads bright image energy across neighboring screen pixels after material shading. [1]

Not: An emissive texture, physical cast light, or proof that a surface emits enough light to illuminate a scene.

Data contract: The destination shader declares the contract.

Compare emission and bloom · Canonical glossary link

05 · Foundations

BRDF

Aliases: bidirectional reflectance distribution function

A function describing how much incoming light is reflected from a surface toward an outgoing view direction. [1]

Not: A texture map, a lighting environment, or a guarantee that authored values are measured.

Data contract: The destination shader declares the contract.

Read the PBR map model · Canonical glossary link

06 · Map channels

Bump map

Aliases: bump texture, bump mapping

An umbrella term for textures that perturb shading to suggest surface relief; height and normal maps store different bump data. [1]

Not: Guaranteed geometry displacement or a synonym for tangent-space normal map in every tool.

Data contract: Contract varies: scalar height or encoded direction

Compare bump, height, and normal · Canonical glossary link

07 · Packing & delivery

Channel packing

Aliases: RGB packing, mask packing, texture packing

Storing independent scalar maps in the R, G, B, or A channels of one texture under an explicit target contract. [1] [2]

Not: File compression, texture atlasing, or a universal channel order.

Data contract: Linear data • channel order is target-specific

Open the ORM texture packer · Canonical glossary link

08 · Sampling & space

Color space

Aliases: color encoding, transfer-function context

The declared relationship between stored RGB values and the values used for display or shader computation. [1] [2]

Not: A file extension, bit depth, gamut-only label, or a toggle that should be guessed from the thumbnail.

Data contract: The destination shader declares the contract.

Read the color-space rules · Canonical glossary link

09 · Packing & delivery

Compression (runtime)

Aliases: GPU texture compression, block compression

The GPU-ready representation used in memory and sampling, such as BCn, ASTC, or ETC2 after platform import or transcoding. [1]

Not: PNG or JPEG storage size, ZIP packaging, KTX as a container alone, or image resolution.

Data contract: The destination shader declares the contract.

Plan runtime texture delivery · Canonical glossary link

10 · Foundations

Dielectric

Aliases: non-metal, insulator

A non-conductive material class whose PBR response combines surface reflection with diffuse or transmitted light. [1] [2]

Not: A synonym for matte; dielectrics can be smooth, glossy, rough, opaque, or transmissive.

Data contract: Metallic/metalness commonly 0

Open the metallic map owner · Canonical glossary link

11 · Sampling & space

DirectX normal

Aliases: Y− normal, DX normal

A production label for a tangent-space normal convention whose green channel represents the opposite Y direction from OpenGL-style Y+. [1] [2]

Not: A different kind of relief map; the convention switch is normally a green-channel inversion.

Data contract: Linear • RGB • Y− convention

Convert the normal convention · Canonical glossary link

12 · Map channels

Displacement map

Aliases: displacement texture, height displacement

A scalar field used by a renderer or DCC to move surface positions, often along a normal or configured displacement direction. [1] [2]

Not: A guarantee of silhouette change without subdivision, tessellation, or a displacement-capable shader.

Data contract: Linear scalar • midpoint and scale are workflow-specific

Open the height map owner · Canonical glossary link

13 · Map channels

Emission

Aliases: emissive, emissive color, self-lit map

A material input that adds self-lit color independently of ordinary reflected illumination. [1] [2] [3]

Not: Bloom, automatic scene lighting, baked highlights, or proof of real-world luminance.

Data contract: Usually sRGB RGB; intensity may be a separate factor

Open the emission map owner · Canonical glossary link

14 · Map channels

Glossiness

Aliases: gloss map, gloss

A legacy or workflow-specific label usually describing surface smoothness; many pipelines treat it as inverse roughness. [1] [2]

Not: A universally standardized synonym; confirm the authored curve and target shader before inverting.

Data contract: Often linear scalar • commonly 1 − roughness

Check the target conversion · Canonical glossary link

15 · Foundations

HDRI

Aliases: high-dynamic-range image, HDR environment

An image capable of storing scene-referred values beyond standard display white, often used as a lighting or reflection environment. [1]

Not: PBR itself, a material map, or automatically an equirectangular panorama.

Data contract: The destination shader declares the contract.

Read the HDRI workflow · Canonical glossary link

16 · Map channels

Height map

Aliases: height texture, relief map

A scalar texture representing relative surface elevation for conversion, parallax, tessellation, or displacement. [1]

Not: A normal map, measured geometry by default, or a universal black/white midpoint contract.

Data contract: Linear scalar • low/high and midpoint require a declared convention

Open the height map owner · Canonical glossary link

17 · Foundations

Image-based lighting

Aliases: IBL, environment lighting

Lighting and reflection derived from an environment image rather than only from analytic lights. [1]

Not: The environment image file itself, a baked material map, or a replacement for target-scene review.

Data contract: The destination shader declares the contract.

Open the environment workflow · Canonical glossary link

18 · Sampling & space

Linear data texture

Aliases: non-color data, data map, sRGB off

A texture whose stored numeric values must reach shader math without sRGB transfer-function decoding. [1] [2] [3]

Not: A claim that the image looks visually linear or that no later shader conversion occurs.

Data contract: No sRGB decode at sample time

Read the sampling rules · Canonical glossary link

19 · Map channels

Metalness

Aliases: metallic, metallic map, metal mask

A normalized material-class input that selects metallic versus dielectric response in a metallic-roughness model. [1] [2] [3]

Not: Shininess, reflectivity strength, a grayscale dirt map, or proof of chemical composition.

Data contract: Linear scalar • 0 dielectric / 1 metal; transitions need intent

Open the metallic map owner · Canonical glossary link

20 · Packing & delivery

Mipmap

Aliases: mip level, mip chain

A prefiltered sequence of progressively smaller texture levels selected during minification. [1]

Not: A compression format, a lower-resolution source replacement, or free memory; the chain adds storage.

Data contract: Each level is typically half width and height until 1×1

Review texture runtime cost · Canonical glossary link

21 · Map channels

Normal map

Aliases: tangent-space normal, normal texture

An RGB data texture whose texels encode surface-normal direction so lighting can reveal small relief without changing the base mesh. [1] [2]

Not: Height, displacement, literal color, or geometry silhouette.

Data contract: Linear • RGB/vector • Y+ or Y− must be declared

Open the normal map owner · Canonical glossary link

22 · Packing & delivery

Occlusion/Roughness/Metallic

Aliases: ORM, ORM texture, occlusion-roughness-metallic

A packed linear-data texture with occlusion in red, roughness in green, and metallic in blue. [1] [2]

Not: The same as every engine mask map; MRA, RMA, and Unity HDRP layouts use different channels.

Data contract: Linear RGB • R=AO • G=roughness • B=metallic

Open the ORM texture packer · Canonical glossary link

23 · Sampling & space

OpenGL normal

Aliases: Y+ normal, GL normal

A tangent-space normal convention in which the green channel encodes positive Y; glTF and Godot use this orientation. [1] [2] [3]

Not: A GPU API requirement for the whole application or a different normal-map data type.

Data contract: Linear • RGB • +X, +Y, +Z convention

Inspect or convert Y orientation · Canonical glossary link

24 · Map channels

Opacity

Aliases: alpha, coverage, transparency mask

A scalar controlling whether and how much of a surface contributes under the selected opaque, cutout, or blended material mode. [1] [2]

Not: A complete blend-mode definition, transmission, refraction, or hidden-RGB edge treatment.

Data contract: Linear scalar • 0 transparent / 1 opaque in common alpha contracts

Check the alpha contract · Canonical glossary link

25 · Map channels

Parallax mapping

Aliases: parallax occlusion mapping, POM

A shader technique that offsets texture sampling from a height field to create view-dependent depth cues without moving the mesh silhouette. [1]

Not: True displacement, tessellation, or a normal map.

Data contract: Consumes a declared height convention and scale

Open the height map owner · Canonical glossary link

26 · Foundations

PBR

Aliases: physically based rendering, physically based shading

A material-shading approach that separates surface properties into explicit inputs so the response remains coherent as lighting and view change. [1] [2] [3]

Not: A promise of measured accuracy, photorealism, one universal shader, or a specific texture file set.

Data contract: The destination shader declares the contract.

Read the map-by-map owner · Canonical glossary link

27 · Map channels

Roughness

Aliases: microfacet roughness, inverse smoothness

A normalized scalar controlling microfacet reflection spread: low values produce sharper reflections and high values broader reflections. [1] [2] [3]

Not: Metalness, specular level, reflection brightness, or a grayscale version of base color.

Data contract: Linear scalar • 0 smooth / 1 rough

Open the roughness map owner · Canonical glossary link

28 · Foundations

Shader

Aliases: material shader, shading program

Program logic that combines geometry, textures, material parameters, lighting, and view data to produce rendering outputs. [1] [2]

Not: The material asset, the texture set, or one universal PBR implementation.

Data contract: The destination shader declares the contract.

Read the shader-input boundary · Canonical glossary link

29 · Map channels

Smoothness

Aliases: inverse roughness, glossiness in some workflows

A scalar convention inverse to roughness when both are normalized under the same linear contract. [1] [2]

Not: A second map to multiply with roughness or a universal synonym for specular strength.

Data contract: Linear scalar • smoothness = 1 − roughness

Check roughness/smoothness conversion · Canonical glossary link

30 · Map channels

Specular

Aliases: specular reflectance, specular level

The reflected-light component at a surface; some workflows expose a separate level or color while metallic-roughness models derive much of it. [1] [2]

Not: Roughness, glossiness, a mirror-only effect, or a reason to gray the metalness map.

Data contract: Model-specific scalar or RGB input

Open the specular map owner · Canonical glossary link

31 · Sampling & space

sRGB

Aliases: sRGB transfer function, color texture sampling

A standard RGB color encoding whose nonlinear transfer function is decoded before linear-light shader calculations. [1] [2]

Not: A label for scalar masks, normal vectors, bit depth, or proof of a wide color gamut.

Data contract: Use for declared color data such as base color and common emissive RGB

Read the color/data split · Canonical glossary link

32 · Sampling & space

Tangent space

Aliases: TBN space, surface-local frame

The per-surface coordinate frame formed by tangent, bitangent, and normal directions, commonly used to store reusable normal-map vectors. [1] [2]

Not: Object space, world space, UV coordinates alone, or a normal-map Y convention.

Data contract: The destination shader declares the contract.

Read the normal-map explainer · Canonical glossary link

33 · Sampling & space

Texel

Aliases: texture element, texture pixel

One stored sample element in a texture image before filtering maps it to screen pixels or shader lookups. [1]

Not: A screen pixel, a UV coordinate, or a guarantee of one-to-one display.

Data contract: The destination shader declares the contract.

Review texel and runtime cost · Canonical glossary link

34 · Sampling & space

UV coordinates

Aliases: texture coordinates, UVs, texcoords

Coordinates that map points on a surface to positions in a 2D texture domain. [1]

Not: Texture resolution, tangent space, world position, or proof that multiple maps share the same layout.

Data contract: Usually normalized U/V; wrapping and set index are shader decisions

Read the coordinated-map rules · Canonical glossary link

Aliases that change the import

These pairings are operational rules, not loose synonyms. Apply the conversion once at the target boundary.

Alias or pairingRuleAction
Roughness ↔ Smoothnesssmoothness = 1 − roughnessInvert once only when the destination expects smoothness. [1] [2]
OpenGL Y+ ↔ DirectX Y− normalsX and Z stay aligned; the green/Y channel is the convention switch.Flip G/Y only when the target requires the opposite orientation. [1] [2] [3]
ORMR=occlusion, G=roughness, B=metallicTreat the texture as linear data and confirm the target before packing. [1] [2]

Common confusions

An anti-definition names the nearby idea that must not inherit the term.

Albedo is not a lit photograph

Base color should not preserve directional shadows or glossy highlights that the renderer will light again. [1] [2]

Normal is not height

A normal map stores direction vectors; a height map stores a scalar relief field. One can be derived from the other, but they are not interchangeable inputs. [1]

Emission is not bloom or cast lighting

Emission supplies self-lit material color. Bloom is post-processing, and scene illumination depends on the renderer and lighting setup. [1] [2]

File format is not runtime compression

A PNG source or KTX2 container does not by itself state the decoded GPU format, mip policy, or resident memory cost. [1]

Repository evidence

The words inside the current PLAYTEX AI workflow

PLAYTEX AI PBR workspace preview showing engine presets and seven aligned texture-map outputs
Current PLAYTEX AI PBR workspace preview: seven aligned outputs, engine presets, and per-channel review. Repository asset reviewed August 30, 2026.
  • The current workspace exposes seven output roles: albedo, normal, roughness, metallic, height, ambient occlusion, and emission.
  • Blender, Godot, Three.js, and glTF presets use OpenGL normals with roughness output.
  • The Unity preset uses OpenGL normals with smoothness output.
  • The Unreal preset uses DirectX normals with roughness output.
  • The glTF package writes roughness to G and metallic to B; its occlusion texture remains a separate R-channel input.

Limit: This is a repository and UI contract snapshot, not a claim that every external engine project uses the same shader, packing, compression, or import defaults.

Primary documentation

Versioned sources

  1. Khronos glTF 2.0 Specification — glTF 2.0. Metallic-roughness material semantics, transfer functions, tangent-space normals, occlusion, emission, and channel layouts.
  2. Unity 6.1 Manual: Introduction to normal maps — Unity 6.1 (6000.1). Normal maps, bump and height distinctions, Y+ convention, tangent-space vector encoding, and flat-normal value.
  3. Unity 6 API: TextureImporter.sRGBTexture — Unity 6 (6000.0 documentation build). sRGB sampling for color textures and linear sampling for non-color data textures.
  4. Unreal Engine 5.8: Physically Based Materials — Unreal Engine 5.8. Base Color, Roughness, Metallic, Specular, normalized ranges, and binary metal classification guidance.
  5. Unreal Engine 5.8: Using Texture Masks — Unreal Engine 5.8. Mask semantics, RGB channel packing, linear sampling, and the distinction between packed source data and runtime use.
  6. Godot stable: StandardMaterial3D and ORMMaterial3D — Godot stable documentation checked August 2026. OpenGL-style normal orientation, green-channel conversion, and standard material inputs.
  7. Blender Manual: Principled BSDF — Blender latest manual checked August 2026. Principled material inputs including base color, metallic, roughness, emission, alpha, and normal.
  8. Three.js: MeshStandardMaterial — Three.js current documentation checked August 2026. Metallic-roughness material inputs and renderer-facing texture roles.
  9. Khronos KTX 2.0 Specification — KTX 2.0. Texture containers, mip levels, supercompression, and GPU-oriented texture delivery.