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	<id>https://wiki.splashdamage.com/index.php?action=history&amp;feed=atom&amp;title=Diffuse_Maps</id>
	<title>Diffuse Maps - Revision history</title>
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	<updated>2026-06-10T04:33:35Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Diffuse_Maps&amp;diff=1448&amp;oldid=prev</id>
		<title>192.168.0.129 at 16:59, 15 October 2007</title>
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		<updated>2007-10-15T16:59:41Z</updated>

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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Image:door_diff.jpg|right|frame|A diffuse map of a door.]]&lt;br /&gt;
A diffuse map is a texture you use to define a surface's main colour.&lt;br /&gt;
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In order to work well with a normal map and a specular map, a good diffuse texture should not have any directional lighting included, it should only have generic &amp;quot;ambient occlusion&amp;quot; - ie. the surface gets darker in deep cracks and around embossed details. If you are generating your normal maps from high-poly geometry, you should bake a matching ambient occlusion pass from the geometry and multiply this on top of your diffuse texture to make sure that the lighting matches the normal map.&amp;lt;includeonly&amp;gt;&lt;br /&gt;
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{{main|Diffuse Maps}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]] [[Category:Textures]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>192.168.0.129</name></author>
		
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