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…
Your original post is right, roughness can be switched in some applications though (where black means no visible highlight and white means mirror like reflections). On top of what you said, specular tends to be very polar, where most materials are barely reflective or highly reflective (almost white and almost black on the…
Looks like you are thinking good about PBR maps. Its metaless in UE btw, but you can call it specular if its more sympathetic hehe. Basically it does the same thing as that specular wanted earlier. I mean I was always looking at specular as it wants to be a fake reflection. SSS would be the way to go with skins these days…