Why do you think large libraries won't be disclosed? Because it takes time, expertise and money to create them. I know for a fact that if I disclose too much sensitive info that I've gained directly from the studio I work for, I'll be reprimanded by them. Why do you think all the other experienced PBR guys on here who work…
@ 3pyon - On the subject of linear to srgb the only place you have to worry is with gloss and personally I just polish based on looks. Since there is no standardized value for gloss like the is for reflectance I wouldn't really worry too much. Any surface can be rough or glossy ( except some materials like water) so it…
It's really not all over the place guys. Metals are pretty well documented in terms of reflectance values and non metals fall into a very small range. On top of that most PBR charts tell you what doesn't fit into that range. The chart posted in the document on this thread is very good. There is no way we can accurately…
This. Not so much that there wasn't a need for understanding real world materials in previous generations, buts it's certainly more crucial now I think. I understand the idea of unifying materials and archiving their values for consistent results and for sake of ease establishing a base, but can we really expect to remove…
@almighty_gir - hey man, thanks for that! Definitely makes things clearer. @Shrike - That's true with the world material knowledge. And to do that WITHOUT some definitive value is guess work after some guidelines. It's pretty unforgiving. PBR texturing but what I hope to achieve with the help of the community as a library…
@Bible hashtag offtopic I dont understand why everyone is talking about learning PBR but nobody is talking about learning materials even tho its the far greater effort. What is fundamentally missing and what was never fully required before is real world material knowledge. At the end it comes down to this. Knowing how PBR…
What it looks like in the engine is the most important bit. If you're previewing in say, Marmoset Toolbag, but the final engine is Unreal 4, you want to make sure that for all of your textures, you're using the same color space. In TB2, you can click on the per-texture options button and enable or disable sRGB. sRGB on…
@Eric - Thanks!! That's neat and will be a good read :) I'll reference those if that's okay. @almighty_gir - Thanks for reading it so in-depthly! I knew the metal absorbing light sounded a little funny but it looked like it was from a reliable source haha. Grain of salt. I altered it to reflect the true nature of metal.…
I wish I was Gir. This is the point however where I ask you to adopt a friendlier tone please. You are entitled to your opinion as much as I am but pontificating without bringing forth evidence does nothing but paint an unpleasant picture of you, which, in this industry, is a luxury no one can afford. Hematite: Galena:…
So I don't have time to do a tutorial, but here is a little write up about my process: So the very first thing I will do even before baking is I bring my High Poly into Marmoset and I prototype my materials. There are a couple of reasons for this. First it allows me to see what the final product might look like and…