While these renders look nice, I would caution anyone using these as reference material for texture values in games. He appears to be using both an IOR and a specular intensity value, essentially setting the reflectivity twice. So copying the spec values into your textures and putting them in a game engine probably won't work well. For instance, his rust materials have a spec intensity of 60%, which should be about 4% instead in a standard pbr specular workflow shader.
"It was theoretically predicted that Vertically Aligned carbon NanoTube Array (VANTA) coatings should have an extremely low index of refraction implying Fresnel reflection from such materials will be low. The combination of low Fresnel reflection with the strongly-absorbing behaviour of a highly-percolated structure suggests the reflectance of VANTA coatings will be extremely low." https://www.osapublishing.org/oe/fulltext.cfm?uri=oe-22-6-7290&id=282123
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pre-rendered tech is dumb. lol.
so which material would not use fresnel?
https://www.youtube.com/watch?v=FhRiDsmZMag
"It was theoretically predicted that Vertically Aligned carbon NanoTube Array (VANTA) coatings should have an extremely low index of refraction implying Fresnel reflection from such materials will be low. The combination of low Fresnel reflection with the strongly-absorbing behaviour of a highly-percolated structure suggests the reflectance of VANTA coatings will be extremely low."
https://www.osapublishing.org/oe/fulltext.cfm?uri=oe-22-6-7290&id=282123