@ Olli - Note those are linear values that don't have color. You would have to convert the linear values to srgb to use them and then you would have to ad color to that value. Also that is just for albedo which is less of an issue than having proper reflectivity/spec.
Also I wouldn't trust anything that doesn't come from an extremely credible source. Like Epic/Unreal, Cryengine, Marmoset, Quixel, etc.
Exactly what I was about to say, Stevston. I was going to ask if we (or the guy on the corana forum) knows where they came from to confirm the accuracy of the values.
what makes a source extremely credible? is it some process they use?
Capturing physically accurate materials is a complicated and costly process from what I've been told
So when a random guy on a forum(the carona forum, not referring to Olli) provides a list like the one above, it's either from a reputable source (like Steveston listed) or came out of thin air.
Like Marks said though, they seem close enough, even if they are off.
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small list but you can use base values and make assumptions from it
http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/
Cryengine also released on that is very good:
http://docs.cryengine.com/display/SDKDOC4/Physically+Based+Rendering
https://corona-renderer.com/forum/index.php?topic=2359.0
Also I wouldn't trust anything that doesn't come from an extremely credible source. Like Epic/Unreal, Cryengine, Marmoset, Quixel, etc.
Thanks for the links BTW. Great info.
what makes a source extremely credible? is it some process they use?
Capturing physically accurate materials is a complicated and costly process from what I've been told
So when a random guy on a forum(the carona forum, not referring to Olli) provides a list like the one above, it's either from a reputable source (like Steveston listed) or came out of thin air.
Like Marks said though, they seem close enough, even if they are off.
In addition, when Megascans and Substance Designer ships with PBR Gametextures materials it should be easy to get the values.