ABSTRACT

Textures define the Object's composition such as whether it is glass, brick, sand, wood etc. Textures are also used to simply apply a pattern of color or shading. There are also Procedural Textures and Physically Based Rendering (PBR) Textures. The Principled BSDF Node is the default Material Node for the application of a Material. When a Texture Node is connected the Texture supersedes the Material as the display on the selected Object in the 3D Viewport Editor. Mapping the Image to the surface of the Cube means that the Image or parts of the Image will be transferred to the six sides of the Cube. PBR Textures are a Texture workflow to simulate the lumps and bums on a surface which react with light, as do real life Materials. PBR Textures in practice are JPEG or PNG Images configured to represent dark and light areas on a surface which include highlights and shadows.