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texturepoor

Texturepoor is a descriptive term used in visual media and computer graphics to refer to surfaces or images that lack discernible textural detail. The term is not a formal technical standard but is used to characterize scenes with low spatial frequency content, where color and shade are relatively uniform across areas, resulting in a smooth or flat appearance.

In 2D imagery, texture-poor effects can arise from high blur, low resolution, or deliberate stylization. Surfaces

In 3D rendering, a model may be described as texture-poor when it carries little or no texture

Techniques to address or deliberately enhance a texture-poor look include applying textures, normal maps, bump maps,

In art and design, texture-poor aesthetics may be used to achieve minimalism or retro styles, or to

such
as
polished
metal,
glass,
or
lacquered
wood
may
appear
texture-poor,
particularly
when
lighting
minimizes
microvariations
in
the
surface.
maps,
relying
on
geometry,
lighting,
and
simple
shading.
Such
models
can
appear
plastic
or
unreal
if
not
compensated
by
shading
cues
or
additional
detail.
Texture-poor
assets
can
save
memory
and
bandwidth,
which
is
why
they
are
sometimes
used
for
distant
objects
or
performance-constrained
scenes,
but
they
can
reduce
perceived
realism.
or
roughness
maps
to
introduce
microdetail
without
enlarging
texture
sets.
Procedural
textures
can
add
variation
and
detail,
and
physically
based
rendering
(PBR)
materials
help
simulate
light
interaction
with
surfaces
to
convey
realism
even
with
limited
texture.
emphasize
form
and
illumination
over
surface
detail.
The
concept
is
commonly
discussed
in
game
development
and
digital
imaging,
where
texture
budgets
and
performance
influence
material
strategy.
See
also
texture
mapping,
normal
mapping,
bump
mapping,
PBR,
and
procedural
textures.