After talking to someone at Crytek about Physically Based Shading at GDC, I've been trying to do some research on it. Haven't found too much that's useful, except this post. From what I understand, we will be using things called albedo/diffuse, roughness, substance, and normal. Normal will be the same as it is now. The…
So mainly specular in physically based rendering is a real time reflection with parameterizable strength and glossiness? And diffuse is just color information? If thats all, then i think its "easy" to reproduce in UE for example not?