Texture. Metalic Blue. 2K.

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Physically Based Rendering (PBR) Texture. PBR Texture. Metalic Blue. 2K.

1024x1024 px.

Warning!. They are PBR textures, NOT uploaded as materials! ( glFT ).

It is only texture for creators, or creations, not containing items, mesh, or objects!!..

When applying Physically Based Rendering (PBR) textures to a digital object, it's important to follow a specific order to ensure that the materials appear realistic. Here's a typical order in which PBR textures are applied:

Albedo (Diffuse) Texture:

This texture defines the base color or the surface color of the object. It's the most basic color information of the material. The albedo texture is responsible for the overall color and appearance of the object.

Normal Map:

The normal map texture contains information about the surface normals of the object. It helps to simulate fine surface details by perturbing the lighting calculations. Normal maps can make surfaces appear bumpy or rough without adding actual geometry.

Metallic (Metalness) and Roughness Maps:

These two maps work together to define how metallic or non-metallic the material is and how rough or smooth the surface appears.
Metallic map: Determines where the material is metallic (e.g., metals like iron, and gold) and where it's dielectric (non-metallic materials like wood, and plastic).

Roughness map:

Controls the microsurface roughness of the material. Lighter areas represent smoother surfaces, while darker areas indicate rougher surfaces.

Ambient Occlusion (AO) Map:

The AO map simulates how light is occluded in crevices and areas where objects are close together. It's often used to add depth and realism to the material by darkening these areas.

Height (Displacement) Map (optional):

This map can be used to displace the geometry of the object, adding actual physical detail to the surface. It's not always necessary, but it can enhance the realism of the model.

Emission Map (optional):

If the object should emit light or have self-illumination, an emission map is used to control where and how much light is emitted.

Opacity (Alpha) Map (if needed):

If your object has transparent or semi-transparent areas, an opacity map is used to control the transparency values of those regions.

Specular Map (if needed):

In some cases, a separate specular map might be used to control the specular highlights on the surface.
Remember that not all objects or materials require all of these maps. The choice of maps and the specific order of application can vary depending on the software you are using and the level of detail you want to achieve. Additionally, not all PBR systems use the same set of textures, so it's important to understand the requirements of the rendering engine or software you're working with.

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