@s6, Thanks a bunch. I didn't know when a light hits a surface it does remove the AO I have plugged in. The surfaces are in shadow still use the plugged AO that's nice and... also bad. I'm going to say why in reply to @radiancef0rge. @radiancef0rge, Sorry for not mentioning the engine. It's UE4. It does shadow the cracks…
Sorry; I should have been clearer. Setting the cracks to be black AND metallic. That's the only way in PBR to get pure non-light-accepting black. So take your cavity map, multiply it onto your diffuse. Then take the cavity map, invert it using a one-minus node, and plug that into Metalness. I have to say though, pure black…
You can get full black by setting the black areas as metallic. Because the albedo defines the brightness and colour of metals' specular highlights, setting the albedo to black removes all highlights for those areas. Also, if light's never ever ever going to get into those cracks, you can totally multiply the AO over the…
This whole PBR is based on removing AO from texture because engine already adds AO at a vertex level. I see no point for removing AO from textures that are for surfaces that don't have a complex vertex level to make the engine add AO on them. This ground cracks was just an example I used quickly from CGTextures. This…
Yeah s6 hit the nail on the head. An example I always like to use when this comes up is: Go look under your fridge. Its really dark under there, yeah? Now shine a flashlight under it, it lights up, right? If you bake medium-large scale AO into your diffuse, what you're essentially doing is flagging the area under the…
To be clear, the metalness workflow itself is not "PBR", its not mutually exclusive or inclusive to the concepts of physically based rendering. It is simply a method to pack textures inputs to save on memory, while providing a fail safe for implausible materials. Yes, working with the metalness workflow has certain…