Albedo < 0.8 to avoid too many GI-bounces

Hello,

in the docs to Path Tracer it´s written:
“…it is recommended that you keep the Base Color below 0.8 for all diffuse materials.”

Here are my questions:

If I have a material (e.g. a white plaster for a wall) with albedo = 1 and a bright grey diffuse texture of RGB 0.8, 0.8 , 0.8 -
would this be treated the same as BaseColor 0.8 (and no texture) for lighting calculations?

Does all this count only for Path Tracer or also for Deferred Rendering?

Thanks very much!

With any PBR setup, you generally want to keep albedo values realistic. White paint has an albedo around .75, .8 being fine for something extra bright.

I’m not sure how you are combining the albedo and diffuse textures into one material, albedo / base color / diffuse are essentially all the same thing within UE4/5.

Yes this counts for the path tracer, deferred rendering, or any PBR material based rendering.

Thanks!
I multiply the texture with the albedo (basecolor)…

So albedo = 0.8 and a white texture behave the same
as albedo 1.0 and a grey texture of 0.8?

Texture math is the same as normal math.

1.0 x .8 = .8