Since the diffuse/albedo map is just a diffuse map with no light information sure...?
Unless you mean, bake down all of the information? You could do this too
You could also take a look at the baked lighting utility in Substance Designer/Painter which isn't PBR but will give you a nicer looking result than all of the PBR maps baked down
Not sure if I'm missing something here but yes, and in most cases you don't need to do anything. Just plug your Diffuse albedo map to as you diffuse and you should be set.
sorry i should of been more clear, i mean like baking everything down and what are the best maps to bake into the diffuse? im so used to working in pbr that i am finding it hard to do it
sorry i should of been more clear, i mean like baking everything down and what are the best maps to bake into the diffuse? im so used to working in pbr that i am finding it hard to do it
You kinda don't... The diffuse map should really only carry diffuse information and light baked in if you're doing that too. You can't bake the roughness or metalness of an object in really.
sorry i should of been more clear, i mean like baking everything down and what are the best maps to bake into the diffuse? im so used to working in pbr that i am finding it hard to do it
You kinda don't... The diffuse map should really only carry diffuse information and light baked in if you're doing that too. You can't bake the roughness or metalness of an object in really.
ah right ok i will look into the substance painter baked lighting then
What you want to bake in depends greatly on what the target Shader does.
Assuming we're looking at a phong with diffuse, spec and normal it'll help to multiply the ao map gently over the top of the albedo and add a gentle highlight to anything that pokes out - you can derive that from height if you have it or ao if you don't. Spec will want to be a combination of glossiness and some colour for metallic reflections (not necessarily the specular colour defined in the pbr material because there won't be nice IBLs) You'll be eyeballing everything so test values in game
A lot of people will just multiply the ao over the top, copy and convert it to grayscale for the spec map and go home - those people don't deserve jobs though so don't do that.
Replies
Unless you mean, bake down all of the information? You could do this too
You could also take a look at the baked lighting utility in Substance Designer/Painter which isn't PBR but will give you a nicer looking result than all of the PBR maps baked down
The diffuse map should really only carry diffuse information and light baked in if you're doing that too. You can't bake the roughness or metalness of an object in really.
Assuming we're looking at a phong with diffuse, spec and normal it'll help to multiply the ao map gently over the top of the albedo and add a gentle highlight to anything that pokes out - you can derive that from height if you have it or ao if you don't.
Spec will want to be a combination of glossiness and some colour for metallic reflections (not necessarily the specular colour defined in the pbr material because there won't be nice IBLs)
You'll be eyeballing everything so test values in game
A lot of people will just multiply the ao over the top, copy and convert it to grayscale for the spec map and go home - those people don't deserve jobs though so don't do that.