Awesome. But when I want to use this database http://carlosmontero.com/pbr_database/ for example, which value do I use and convert to rgb? Spec(SRGB) or Spec(Linear) ? What's the difference?
Maybe. But I see Epic is doing it in every shader anyway. I don't think thing one or two lerp more will do any big difference, when you will have more complex effects like water/snow accumulation for example. In mean time you loose huge benefit of tweaking everything in editor and doing it very fast. edit: Just checked.…
Some dielectric materials with a complex internal structure will give you colored spec. Cloth is a fine example; you could probably do an experiment in which you would model all the individual yarns as pure dielectric materials with monochromatic spec. If rendered with full global illumination (including the caustics) at…
Not true. Scuffed plastic still has the same reflectance value as shiny plastic, reflected light is just scattered more. The two values are pretty independent from what I understand. If your scandata is measured correctly, and the rendered result isn't the same in your engine as every other PBR renderer - you've done…
Speaking of different models I finally got around to looking in the UE4 source for Oren-Nayar, and there's a nice file in the Shaders folder called BRDF.usf. It has a bunch of different models you can switch between for pretty much everything. For the diffuse model you can choose between Lambert(default), Burley, and…
I think there could still be use for a table with values but there would need to be some standardization for how the values are derived and what they mean (having a defined set of values for a standard black material and white material for example). Different people can take a picture of the same material under different…
What I think would be helpful is for scan data is have a standard reference material that is captured by the setup as well so that there's a standard for comparing values, like using those color reference cards for photography. https://en.wikipedia.org/wiki/ColorChecker @MFN RGB are the three colors (Red, Green, and Blue)…
So, here's a question: How reliable is scanned data? The reason i ask this question is due to an observation i've made in toolbag. I'm working on a UE4 project, and i'm not entirely happy with their skin shader (i'm working on changing that) but i also wanted to do some quick iterative work, and having to constantly…
I mean the latter; relying only on value sheets and scans. That would render you unable to properly or correctly texture as soon as there's no values available in the chart. Of course you need observed data to be able to establish the rules, but it seems like people have difficulty extrapolating rules/guidelines even with…