Hello guys, I registered to this forum to get your insight on PBR workflows and texturing for those. My question on albedo maps: Albedo If I understood the idea behind it an albedo map should contain no lighting information except the pure reflected diffuse. So should there be any gradients in an albedo color map at all?…
As far as I see it the albedo is a representation of pure diffuse/reflected light containing absolutely no lighting info/ao. The example you posted is an auto generated map from a photo and I think it is a bad example as the diffuse in the generated albedo in the shadowed areas of the original image looks like ao. The…
Something to illustrate my problem. Allegorithmic is talking about base color/albedo in all their videos, but in their substance player they use the terms diffuse and specular. But in this example it must be specular workflow right? Also there is a bump and height map which are basically the same (one is 8bit, the other…
I mean for example if someone uses a glossiness map in a metalness workflow the result is incorrect, isn't it? So, besides the problem with this statement in itself (Per already covered that part), I think this illustrates a problem I have seen time and time again here on the forums: artists coming across modern realtime…
Anything with iridescence, like some car paints or beetles or CDs. Many materials due to their structures will have some slight color, or respond differently under certain wavelengths. One example is copper, which has a heightened response under tungsten lights that can't be represented without spectral rendering. This is…
Nice example somedoggy. You really know what you are doing. I don't get the math behind it unfortunately :smiley: Is there something like a paper for dummies? :smiley:
I know those topics are covered in a lot of docs and videos, but I also saw videos that presented things confident but were actually just wrong. So it's not easy to find a trustable source. I mean for example if someone uses a glossiness map in a metalness workflow the result is incorrect, isn't it? Or if I would use…
With the Base Color, which I prefer over albedo as far as terminology goes, it should only represent the perceived color. No light information needs to be in the Base Color. "For example, if I have a plane geometry where the light source in my scene could not create any shadow gradients my albedo should contain a color…
Another question regarding the metallic - roughness workflow: In this chart http://blogs.unity3d.com/wp-content/uploads/2014/11/UnityMetallicChart.png it says under Metallic R "this value will always be greyscale" but contrary to this statement the guys from Allegorithmic say that the metallic map should be only black and…
Thanks for the expansions :) One thing that I think is close to solving specular edge problems like you mention is having a geometric + normal map -> effective roughness conversion like Valve's Advanced VR presentation (I linked that earler up the page) and UE4's "Composite Texture" for that matter. There is no equation…