with any sort of paint, that paint becomes the material you're defining, not the metal underneath until the paint scrapes off. usually unless it's some form of pearlescent or layered paint it won't have any specular color. find a picture of paint on a tank. it's very matte, which means it doesn't reflect much of anything.…
Thank you very much for all the helpful info sir. Up to now on all my vehicles I've been starting out with moderately high spec and low gloss maps. Heavily emphasing scratches and scrapes in both maps as usual with bright values. Dirt as dark with heavy variance. Also I usually divided the values in quarters of 0-255 in…
I don't think so, and it would be extremely hard to create one. The problem really boils down to the fact that roughness is a property of a surface boundary, whereas reflection is a property of a material. You can roughen or polish surfaces pretty much however you like. That said, there are material reference databases…
I feel like the original post in this thread, even if it is very old, never got good answers for Pedro's limitations. First: the point to PBR is not the realistic rendering of materials with realistic constraints. It's not going to be used by anybody studying optics, not ever. It's as much an abstraction as any other…