I asked in the Allegorithmic forums to give me an explanation on this substance :smile: Albedo = Diffuse are just synonyms. But in the past diffuse maps had lighting information baked into them while with PBR workflows we try to avoid this. I haven't read the term albedo a few years back. So I thought the reason this term…
The thing is, a diffuse/albedo map with no lighting information was used years back: in films. Yes part of the reason people suggest using certain terms is to highlight the differences for game production. However if you looked at a diffuse only view from any film scene even 20 years ago, it'll look just like a diffuse…
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…
An important note about this is that it is pointing out a caveat of the workflow more than anything else: that metalness couples albedo and specular in a way that limits potential materials that could be totally correct. Specular workflows have the advantage in this regard because they can utilize colored specular while…
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…
An albedo should typically not have any lighting information in a modern PBR pipeline. If you want to account for shadows in ambient light (or shadows within shadows) you should use an AO map, which is typically loaded as a separate input so it only applies to the diffuse ambient contribution. Otherwise you get this…
What I am also having troubles with is the terminology. I used Albedo on the thread title, but there is also discussion if this should be the term at all. Some still say diffuse, or base color like Allegorithmic. Also this confusion between roughness,smoothness,glossiness. I think there should be a common language defined…
No, this is the whole idea of physically based shading/rendering: to eliminate old hacks. Same as it's been in offline rendering for years once ray tracing became the norm. This is where the glossiness/normal/ao map all work in harmony in the PBR workflow, to create the microsurface detailing shading quality under…
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?…
Metalness is just a constraint on specular values because artists got easily confused in the beginning. It's honestly totally unnecessary now, IMO. Internally (in a shader) it's another way of doing specular. There is no such thing as a colored metalness map. That's the whole point. It replaces specular with whatever is in…