to the best of my knowledge a straight technical artist might be better for making an example of this but I had fun creating this. I'm thinking if I choose to implement this I will need a reflective map to dictate where the reflectivity is. I've heard others refer to it as a roughness map.
you need changes to the lighting system for it to work correctly, but you can still make a reasonable estimate.
also, i would interpret the maps as the following:
Albedo ~ Diffuse
Roughness ~ Gloss
Reflectance ~ Specular
the reason for the difference in terms is probably as follows:
Albedo is pure colour, no lighting information baked in like we do currently with diffuse maps.
Roughness is calculated in a specifically measured way and requires a 0-1 input only. Gloss can interpolate that input to a greater range where Roughness "shouldn't".
Reflectance is again, a measured value for a material. there are plenty of sources online which you can get the measured reflective colours for various materials. typically speaking, most non-metals fall into a white 0.04 range, while metals (having no albedo and being pure reflection) have much higher, coloured reflectance. Specular is something that, along with gloss, artists have to fudge to get a pleasing look.
overall, PBR is more about measured results rather than mixing in 3 different maps in different proportions to achieve a look.
Replies
Check this thread:
http://www.polycount.com/forum/showthread.php?t=124683
also, i would interpret the maps as the following:
Albedo ~ Diffuse
Roughness ~ Gloss
Reflectance ~ Specular
the reason for the difference in terms is probably as follows:
Albedo is pure colour, no lighting information baked in like we do currently with diffuse maps.
Roughness is calculated in a specifically measured way and requires a 0-1 input only. Gloss can interpolate that input to a greater range where Roughness "shouldn't".
Reflectance is again, a measured value for a material. there are plenty of sources online which you can get the measured reflective colours for various materials. typically speaking, most non-metals fall into a white 0.04 range, while metals (having no albedo and being pure reflection) have much higher, coloured reflectance. Specular is something that, along with gloss, artists have to fudge to get a pleasing look.
overall, PBR is more about measured results rather than mixing in 3 different maps in different proportions to achieve a look.
Humm I assume the next Unreal will have it imbedded into the code guess I'll just have to wait till that comes out.