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pbr physically based rendering a shading system that treats light the same way it behaves in the real world thanks to this system its much easier to create physically accurate materials that are consistent in any lighting scenario theres a couple more things to talk about though so lets dive right in there are two pbr workflows the metallic roughness workflow and a specular glossiness workflow both have the same result and most render engines support both for simplicitys sake well be focusing on the metallic roughness workflow there are six texture maps each with information that adds up the form of material lets start with the base color this map contains the color information of the material its also known as the albedo or diffuse map diffuse was the term used for it before pbr was implemented and generally had shadows baked into the map itself nowadays its the term for the color map and the spec plus workflow they all pretty much serve the same function a tangent space norma