Hey guys. Just wanted to ask a question someone could hopefully clear up for me in regards to PBR as I'm trying to wrap my head around it at the moment in cryengine.
I understand that with the Spec Gloss workflow you need to either have a spec map that is the right color for the material you are making, but what happens if you have a material and you can't find the exact number? Do you just guess as close as you can?
Also, with the albedo map, does the diffuse have to match any certain number. Like paint or wood for example, can they be any color, but do they have to have a certain value set?
thanks + sorry if I wasn't clear on anything.
Replies
That will get you the most true-to-life results. If you don't have a Macbeth chart see if you can find calibrated scan data online somewhere and use that to inform your texture. If you can't find scans of anything, just guess! Most surfaces have albedo between 0.05 and 0.4. Some are much higher (like snow.) In some cases it is more important to match the noise profile of the albedo (especially for surfaces like rocks) than it is to match the median value. Gather lots of reference and try to get a result that's close to it.
As for specularity, if you don't know what it is, guess 0.04. In most cases you'll be right. Water is 0.02, and skin is .028. Gems are .1 to .16 and metals are .6 to .95. As far as glossiness goes, you just have to do what your body tells you. That is, find a corresponding surface in the real world and touch it. Listen to the sound that the surface makes when you rub your finger on it and feel how rough the surface is. Then figure out what number that would correspond to and write it down in a notebook and use that as a baseline value for glossiness. You can get surprisingly believable results this way...
Here are the maps I'm using. Top left is gloss, top right is spec:
And here's my current result:
So am I basically doing this wrong here? If its ceramic tiles, then should the values for the white diamonds be much darker in the albedo? Should the spec be one solid value unlike what I have here?
The grout I'm also not sure that would be very reflective/glossy either as the real material itself is dry and concreteish.
It looks pretty good as it is to me, though!
The result in cryengine:
Another angle:
So is that looking more correct? The 2nd shot doesn't look right in the crevices. Is that because there should simply be black for the gloss there?
here's what I did to the maps: I put a black line in both the albedo and the gloss map. I'm assuming this would get rid of all the brightness in that black line:
Here's the result those tweaks give me:
Material setup in CE would be nice to see as well.
Maybe something similar has happened in CE? if so make sure your grayscale maps have srgb turned off.
Loggie - Here's the material setup:
Thanks. I'll give that a try.
Yeah, that texture isn't final. I'll have a play with it some more.
Here's the result I got after fixing up the gloss: