nobrot opened this issue on Dec 10, 2008 · 9 posts
replicand posted Wed, 10 December 2008 at 12:56 PM
At the expense of over-simplifying, our vision is sort of the result of diffuse reflection. So your diffuse map would be a flat (non-glossy) 2d image map.
Bump maps are greyscale and can be applied into the bump channel of the main material node. A normal map is a 3 colored (RGB) bump map (I'm not sure what the advantages are but they're used a lot in games). A normal map doesn't replace displacements since normal maps don't perturb a surface's silouette.
Phong shaders tend to have specular strength and exponent parameters. Strength (obviously) affects specular strength while exponent affects the specular falloff.
Metallic maps used to be used (prior to P5) to fake reflections.