I have made a tufted PBR SurfaceAppearance:
I was happy with the result, but PBR is only for high graphics. On low, it just uses albedo channel, see left, where here albedo is empty, it looks like a blank slab for Graphics 1, awful.)
This is technically correct - the texture is meant to be uniform color, with only normals, metallic, and roughness being differentiated.
But technical is not perceived, so I need something more. I decided to try making albedo a few different things:
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the ones on far right are graphics 1
the ones on middle are graphics 10 -
ones in the very background have no color texture,
the ones in the middleground have normals as texture
ones in foreground have height as texture -
Foreground left is fox as albedo, do practically disregard.
open original to best see
My current best-case is do use the normal for albedo, though make it slightly less strong then seen here:
Left is the normal-in-albedo, Right original, on max graphics. Note the inevitable darkening.
Selectively removing the normal-in-albedo depending on graphics (when they’re high) seems good for results but not performance/ convention.
Material expert, help pls!
My first thought is albedo should be height/ ambient occlusion, but here the result was oversaturated. Can go at it again if asked.