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To achieve this photorealistic look PBR textures normally consist of several different texture maps which include information that describes the colour of the material, its reflectiveness and roughness, the depth and height and even how the material deals with ambient lighting. For example, most metal materials will reflect a lot of light while a surface such as concrete will reflect very little light giving it a flat matt looking surface. PBR or Physically Based Rendering attempts to simulate how materials behave in the real world, particularly how they reflect and absorb light. What exactly are PBR textures and how do they help 3D artists create photorealistic images in applications such as Blender, Cinema 4D, Maya, Unity and Unreal Engine?
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