
This applies to both offline and real-time contexts, as the AO map contains scanned occlusion that cannot simply be derived from displacements alone. The albedo and AO are thus to always be used in conjunction with each other, as they blend perfectly together. This map comprises 100% real-world shadows and is fully separated from the diffuse albedo.

Each albedo is consistently scanned in a controlled mechanically automated environment and calibrated using the Macbeth ColorChecker standard.ĪO represents diffuse light occlusion and is to be multiplied with the diffuse albedo in the shader. It’s commonly known as “diffuse color”, “diffuse map” or “diffuse albedo”, however when used in a metalness workflow the albedo map defines both diffuse albedo (for non-metals) as well as specular albedo (for metals).
#QUIXEL MIXER UNITY FULL#
Below is a full list of the maps provided in the Megascans library.īelow is a list of all maps that are currently supported in the Megascans library.Īlbedo represents diffuse light color, and is completely void of directional light, ambient occlusion and specular reflections. This means the scanned maps plug into Unreal Engine 4, V-Ray, Octane, Arnold, Nuke, Quixel Suite 2, Mari, Unity 5, Maxwell, Cryengine, Redshift, Mizuchi and any other software that supports standard PBR workflows.

Maps are provided for both real-time and offline rendering contexts. Both Metalness and Specular shader workflows are supported, as well as Roughness and Gloss/Smoothness standards. The maps are prepared for physically based rendering workflows and calibrated for the Disney “Principled” BRDF. Each material is identically scanned, calibrated and processed and thus follows a consistent standard.
