This, exactly. I never said the texture I posted was a work of art, just a quick 2 minute fix to show how he can strip more lighting information out. I would agree that it looks flat and even plain ugly - surprise, your diffuse may not look as amazing when going through a PBR workflow! Your normal, height and AO (separate…
its a rock wall... i'll give you that. i'll agree that it looks like the original source image has a lot of lighting information already, which isn't good for a PBR system, since your diffuse/albedo uses most lighting info from your gloss/roughness and spec/metalness maps. it would be nice to see what your diffuse/albedo…
The problem with this line of thinking is that you have to be humble and leave your personal opinions out of the equation. In a PBR pipeline, any lighting information in the albedo / diffuse is technically incorrect. You can't argue or disagree - it no longer is about artistic style but cold, hard shader math. If you are…
Don't give bad advice, even if you couldn't get something to work well yourself, putting lighting information in the diffuse completely goes against the PBR philosophy. Your normal map should be doing all the lighting work, and sometimes a separate AO texture.
Indirect shadows are perfectly acceptable. Real-time engines are incapable of capturing small scale ambient occlusion anyway. Or rather they can't do it with proper quality anyway. Killing shadows in photos is good idea, but it is worth remembering to do not overdo it. Especially if we are not planing on using such things…
I would disagree with the others - as a physically based lighting system, any shadow in your diffuse map is technically inaccurate and will only work in specific lighting conditions. If I pointed a harsh spotlight straight at this wall there would be no local shadow. Now, it is not wrong to have absolutely no local…
Hope the below helps out. Saw this on Facebook. The fact that PBR is so confusing to so many people I may have to complete my doc I was doing about PBR and texture process below is a copy pasted segment with some more added info. Honestly PBR is not that hard of a concept and seems like everyone is just throwing in a lot…