As you will recall from the Texture Types page, an albedo texture is similar to a diffuse texture except that it has had the lighting information removed. It is difficult to take photos that have all lighting information removed, and typically requires a laboratory lighting set-up to accomplish at the highest quality levels, such as those textures generated by Quixel. However, it is possible, using normal photo references, to generate an acceptable (not true) albedo texture for the creation of video games. If you would like true albedo textures, I recommend using Allegorithmic’s Bitmap 2 Material software. This software will generate albedo, roughness, ambient occlusion and normal maps from photographs that you import into it.

The Photoshop Process

This process will require Adobe Photoshop. It is intended to be representative of an albedo map, but is not a true albedo. However, if it looks good in-engine, why mince words?

  1. In Color Settings:
  1. With your image loaded in Photoshop, duplicate the layer and place on top of your layers.
  2. Desaturate the duplicated layer.
  3. Invert the desaturated duplicate layer.
  4. Change the blending mode of the desaturated layer to Soft Light. Process steps 3-5 have the effect of balancing the diffuse image (blacks get closer to grey and whites get closer to grey).
  5. You may have to desaturate the original diffuse image a little (-4 to -12).
  6. Using the reference image below, you can approximate the histogram (lumminosity) of an albedo texture for a particular type of material.