The 3D Handbook
Key term

Base colour (albedo) map

The texture that holds a surface's colour with no lighting in it; diffuse colour for non-metals, reflection colour for metals. Covers safe brightness ranges, measured reference values and the usual mistakes.

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The base colour map (also called albedo, or diffuse in older workflows) is the texture that says what colour a surface is, with no light or shadow in it. Epic: "Base Color defines the overall color of the Material" (Unreal Engine documentation: Physically Based Materials in Unreal Engine). Marmoset defines albedo as "a color which describes the fractions of various colors of light that will scatter back out of a surface" (Marmoset: Basic Theory of Physically-Based Rendering).

#Why it matters

In physically based rendering, the shader adds all shading, highlights and shadows itself. So the base colour should look like a photo of the surface taken under perfectly flat, even light. Godot explains why it renamed its Diffuse slot to Albedo: in PBR "this color affects many more calculations than just the diffuse lighting path" (Godot documentation: Standard Material 3D and ORM Material 3D).

It also has two meanings, switched by the metallic map:

#Safe value ranges

Adobe's PBR Guide gives the most quoted rules, in 8-bit sRGB (Adobe Substance 3D: The PBR Guide – Part 2):

  • Non-metals, dark end: "you should not go under 30-50 sRGB", "more tolerant at 30 sRGB and stricter at 50 sRGB".
  • Non-metals, bright end: no values "higher than 240 sRGB".
  • Raw metals: a reflectance of 70–100%, which Adobe maps to 180–255 sRGB, ideally from measured data.

Epic publishes measured base colours: charcoal 0.02, fresh asphalt 0.02, worn asphalt 0.08, bare soil 0.13, green grass 0.21, desert sand 0.36, fresh concrete 0.51, ocean ice 0.56 and fresh snow 0.81; and metals such as iron (0.560, 0.570, 0.580), silver (0.972, 0.960, 0.915) and gold (1.000, 0.766, 0.336) (Unreal Engine documentation: Physically Based Materials in Unreal Engine). The free Physically Based database collects similar values for many more materials, with a switch between sRGB and linear display (physicallybased.info: Physically Based: a database of physically…).

A horizontal greyscale bar from 0 to 255 sRGB. Above it, an orange band marks the non-metal range from 50 to 240, with a paler extension down to 30; "too dark" sits left of it and "too bright" right of it. Below, a black band marks raw metals from 180 to 255. Orange dots mark Epic's measured values converted to sRGB: charcoal 39, worn asphalt 80, bare soil 101, green grass 126, desert sand 162, fresh concrete 189, fresh snow 232.
Adobe's ranges and Epic's measured values agree. Charcoal, the darkest common material, lands at about 39 sRGB; fresh snow at about 232. Conversion assumes Epic's 0–1 values are linear, as the shader input is.Diagram by the handbook author

The two sources line up: the darkest real material sits inside Adobe's 30–50 tolerance, and fresh snow stays under 240.

#Colour space and storage

Base colour is the one main PBR map stored in sRGB. glTF requires it (Khronos Group: glTF 2.0 Specification), and Unity tells you to enable sRGB "for non-HDR color textures such as albedo" (Unity Manual: Default texture import settings reference). Its alpha channel, when present, is linear (Khronos Group: glTF 2.0 Specification) and is often used for opacity; Unity URP can also read smoothness from the base map's alpha (Unity Manual: Lit shader material Inspector window…).

#Example

#Common mistakes

#In different tools

physically based rendering · texture maps explained · metallic map · roughness map · ambient occlusion · colour for environments · value

#Further reading and watching

References

  1. Epic Games · Physically Based Materials in Unreal Engine · Unreal Engine documentation · docs · accessed 2026-10-21
  2. Jeff Russell · Basic Theory of Physically-Based Rendering · Marmoset, 2015 · article · accessed 2026-10-21
  3. Godot Engine contributors · Standard Material 3D and ORM Material 3D (documentation source) · Godot documentation (GitHub) · docs · accessed 2026-10-21
  4. Allegorithmic · The PBR Guide – Part 2 · Adobe Substance 3D (Adobe Learn) · article · accessed 2026-10-21
  5. Anton Palmqvist · Physically Based: a database of physically based values for CG artists · physicallybased.info · web · accessed 2026-10-21
  6. Khronos Group · glTF 2.0 Specification · Khronos Group (GitHub) · docs · accessed 2026-10-21
  7. Unity Technologies · Default texture import settings reference · Unity Manual (6000.2) · docs · accessed 2026-10-21
  8. Unity Technologies · Lit shader material Inspector window reference for URP · Unity Manual (6000.2) · docs · accessed 2026-10-21
  9. Polycount forum (Spiffy, Vincent_DEROZIER, Kazperstan and others) · Flintlock Pistol (critique thread) · Polycount, 2014 · forum · accessed 2026-10-21

Last updated 2026-10-22