The first thing to understand is that everything, literally everything you see in the world around you, you see because of reflected light. You can't see an object that doesn't reflect light. Albedo is a measurement of reflected light. Diffusion is a specific type of reflected light (indirect reflection, which gives…
Nope. Roughness and gloss both define the micro-surface of a material, both do exactly the same thing, but roughness usually (but not always) uses an inverted scale where white = most rough and black = most glossy. The reason some switched to roughness vs gloss, even though they do exactly the same thing, is to some people…
So i was wondering why everyone is trying to make such a big thing out of PBR. Because if you look at it from an artist perspective and ignore the underlying math for a moment the only thing that changes compared to traditional rendering is that the glossmap now also has an influence on the specular strenght. Now the…
It confuses me. I just started texturing my characters this year. First I only used Diffuse and Normal maps. Then I learned to make Spec and Gloss maps as well. (with spec in color instead of black&white depending on what color it reflects) And.... that's kinda where I am at now. Is that like... what... half PBR ? the Old…
Diffuse was renamed to Albedo to signify the change of not including any lighting information in the map. It basically is an entirely different map, since for certain materials it can literally be just a flat color. As for why they chose to call it Albedo specifically; just to be douches, I would imagine. The name has…
Well Ive noticed a few more changes in workflow than what youve mentioned but its not a big deal really. 1. much much less lighting in albedo (none if possible) so avoiding AO and gradients etc for realistic work, where before those were common for some people 2. albedo can dictate specular/reflective colour of metal in…
Technically, in the case of PBR workflows what we're working with is spectral albedo, which is why you're not seeing specifics about color when you look up total albedo. However, color is light, so they sort of did say something about color. Simplified explanation: A red apple isn't technically red, it just reflects red…
I think the big "fuzz" about pbr is more about the surounding stuff rather then pbt texture maps themselves. For exemple we can have realtime ssao without much hassle. We have reflection in every material. Wich is a big one. Wich also leads to static/realtime global illumination depending on the engine. For a normal…
Not much changes for you as an artist, at least if you've made glossiness maps before. The main difference is that there isn't much variance in the spec map anymore, unless it contains both metals and non-metals. A water puddle and rough soil around it have the same specular value. In fact, it's easier, as you just need to…
That's not true. With BPR textures you don't usually bake AO into your diffuse. It goes only as a separate map. Now your Albedo answers only for the very basic color. It's a color without any lighting information in it. You can't paint highlights and bake AO into it anymore (well, you can, but only if you really really…