title: PBR textures and the Phong Shading model material parameters
body: <p>I'm studying the Phong shading model and it looks like materials have these properties:</p>
  
  <ul>
  <li>Ambient, diffuse and specular coefficients (which show how they react to those properties of a light)</li>
  <li>Shininess of the specular component</li>
  </ul>
  
  <p>Now, let's say I want to write a shader that doesn't have fixed values for these but takes them from PBR textures I can generate in 3D graphics software
  like 3D Studio Max or Maya. Such texture sets are generally made of:</p>
  
  <ul>
  <li>Color/albedo/diffuse map (I guess it would replace the "diffuse" coefficient)</li>
  <li>Ambient occlusion (I think it would replace the "ambient" coefficient)</li>
  <li>Height map (no clue as to how this would be used by a shader)</li>
  <li>Normal map (easy one, it replaces the normal for that point)</li>
  <li>Metallic/specular (I think these replace the "specular" coefficient, not sure which workflow is best with the phong model)</li>
  <li>Roughness map (maybe it replaces the "shininess"? Not sure)</li>
  </ul>
  
  <p>What am I not understanding correctly here? And can I do this in the first place? I read on Wikipedia that <a href="https://en.wikipedia.org/wiki/Ambient_occlusion" rel="nofollow noreferrer">ambient occlusion is not a local method like Phong Shading</a> which probably just means the map has to be computed with some sort of global method (no issue to me as I generate it in 3D software), but it made me doubt if the Phong model is actually fit for what I'm attempting to do. </p>