Specular or cavity map?

I said several times and you never listen to me. A Turk proverb says: “I have not beard, for this reason nobody listens to me.”

If you don’t want listen to me, then maybe you can listen Quixel Documentation:

AO represents diffuse light occlusion and is to be multiplied with the diffuse albedo in the shader.

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And this is Unreal documentation:

This is multiplied by the final BaseColor before output and multiplied with 0.5 (Specular default) as the Specular output. To be clear this is BaseColor = Cavity x OldBaseColor, Specular = Cavity x 0.5.

If you have a Specular map, then:

Specular = Specular * (Cavity * 0.5)

No idea if you dont know how to read or what but your are writing BS.
“This is render passes. I am talk about texture, not render passes. For texture, you must multiply AO/Cavity with Diffuse/Albedo.”

YOU SHOULD NEVER MULTIPLY DIFFUSE/ALBEDO WITH AO OR CAVITY IN PBR

For legacy shader, Yes you can and you should multiply ao with color.
For legacy shader, Yes you can multiply cavity with color but its Dumb and has no sense. Instead you should Overlay it.

AS FOR THIS
“AO represents diffuse light occlusion and is to be multiplied with the diffuse albedo in the shader.”

THIS IS HAPPENING IN SHADER NOT IN YOR DIFFUSE TEXTURE.

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I’m leaving it here.

Yes. I don’t know anything. Quixel team don’t know anything. Unreal team don’t know anything, but you know everything.

Ok, if you want believe this, your choice.

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