Basically , yes what you described are pbr assemblies
Welcome!
Hopefully I will soon upload a 3D model I created, and there are a few things I am not sure about, so I have a few questions regarding it. There is an aluminum part of the model, and its material (which is procedural) has diffuse, normal, and roughness components. I can bake these well. For the metallic part, there is only one value given (1), so when I bake it, the areas covering the UV map are completely white. After all this, can I call this assembly a PBR material?
The other question: There is a gold part of the model and the corresponding material is texture-based. All PBR textures can be found here, but its diffuse texture is completely yellow. I have the same question here as above: Can I call this assembly a PBR material?
Thanks in advance!
Basically , yes what you described are pbr assemblies
Metallic or metalness (same thing) defines what is metal (white) and what isn't (black). If whole object is made out of metal, metallic map will be all white. Second, diffuse map is not used in pbr , albedo map is used instead because it doesn't contain light information just color of the material.
Thanks for your answer! Now I can continue with the work. (By the way sure, I unchecked direct and indirect lighting when I baked the albedo)
1. Aluminum Part:
Yes, this is PBR! You have everything needed:
Metallic = 1 (perfect for metal)
Roughness map
Normal map
Even though your metallic map is all white, that's actually correct for pure metal.
2. Gold Part:
Also PBR! You're good because you have:
Yellow color texture
Metallic texture
Roughness map
Normal map
The solid yellow color is fine - PBR systems understand this is how gold should look.
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