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Hi Zago,
I mostly heard of Color or Diffuse, Specular, Bump and/or Normal maps. But not Ambient.
There 3 different gradient areas where a light hits an object.
Specularity ranges from 100% to 51+%, Diffuse is at 50%, Ambiance ranges from 49% to 0%.
I make mainly Diffuse map for color detail. Specular one is for different detailed shininess on surface.
Bump or Normal map will help break down Ambiant details. So there is no Ambient map.
Specular and Bump map is Gray scale that ranges from 100% to 0% (White to Black).
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100% gray of Specular map means that area is pure shiny and 0% gray of Specular map means no shininess.
For example, you have an shiny metallic surface with some dust spread around. Shiny metallic area has 100% gray Specularity.
But dusty area has very low shininess of 10%-20% gray Specularity.
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Bump map is also gray scale map where 51%-100% gray will pull surface visually but 49%-0% gray will push surface visually.
Displacement and Bump map works in the same way that breaks down Ambient details.
Except Displacement map does create polygons to surface but Bump map just fake details by lighting.
When you have an object with Bumpy brick surface, you’ll see flat surface when you turn it around.
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Normal map is new technology that works like Bump map except it’s RGB map instead.
This RGB Normal map contains which direction surface “Normal” points.
Red is X-axis, Green is Y-axis and Blue is Z-axis.
Normal map can simulate hi-def object on low-def object more effectively than Bump map.
But using Normal map can increase Render time pretty much.
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