I think this should help out http://www.marmoset.co/toolbag/learn/pbr-practice In this case... diffuse = albedo roughness = microsurface specular = reflectivity
Hi, Apologies for asking what is no doubt already seen as a very basic question but tonight is my first time trying to use PBR texturing (in UE4) after years of the usual methods and I just wanted some confirmation that I'm thinking along the right lines for authoring textures So, is the below correct or am I barking up…