Just watched the new Unreal Engine 4 Twitch Broadcast talking about the new Landscape flying though, looks amazing. The SR tech artist was talking about the textures he used for the scene and said he used "Diffuse" "Roughness" and "Normals", so is that still considered PBR even though it has a diffuse? I guess I'm just…
Ya I noticed that some of the default materials that come with UE4 have some that are just a combination of diffuse and normal texture for the entire materiel, that kind of threw me off thinking it was okay to still use diffuse in UE4. So they must of some good programming behind these diffuse textures that look like…
It seems like you're coming to some strange conclusions here based on a variety of sources with incomplete information. I would recommend reading the tutorials we wrote for Marmoset Toolbag 2, which cover general PBR theories as well the differences between the specular and metalness workflows:…
Hey guys quick question, I'm working on a enviro in UE4 and am still getting the grasp of PBR textures. I still use the original technique of diffuse spec and normal and am getting into the albedo, roughness maps. Is it okay if my environment has a little bit of both types of textures? Some props that use the original…
I'm guessing when their referring to the diffuse map their meaning to refer the to the albedo they created, but really are just still naming it diffuse or _D after the texture name. Just reading forums and seeing so many different ways to go about PBR texturing kinda confuses me. Some people plug in their spec map into the…
Albedo and diffuse are pretty similar, so I can understand people using the same terms, but the base color texture should not contain any lighting information and be as physical accurate as possible.