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These techniques are used when the camera needs to get closer to a model than the resolution of the textures would typically allow, or when the object is so large that the resolution of the base textures is insufficient.\r\n\r\nIn the three Detail Mapping examples, we\u2019re using a texture packing format for our detail texture called NOS - which is short for Normal, Occlusion, Smoothness. This indicates that the Normal is stored in the red and green channels of the texture, the ambient occlusion is stored in the blue channel, and the smoothness is stored in the alpha channel. Packing the data together in this way allows us to get maximum use from our single detail texture - and we can add detail to the color, normal, smoothness, and AO with just a single texture sample. 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