Mind elaborating on this Mark? Agree with Carlos. This is a start to getting some good solid information for PBR out to artists in a presentable format.
Linked this to a graphics programmer (with extensive PBR experience) - his feedback: Have to say I kind of agree, the supplied content in the database is pretty all over the place.
Yeah its a complex issue, and I think calibration on the content creation side like Quixel is doing is a good way to deal with it. Or you could petition the makers of all game engines to use the exact same shaders. :poly124: Every PBR system is only an approximation of what is realistic, there is no "one true way" to write…
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…
Roughness is almost exactly the same as a gloss map. Everyone keep making a big deal about the change in terms with PBR when the work flow is almost exactly the same unless your are using metalness. The only differences are don't bake lighting into your diffuse and try to use real world values for your reflectance ( almost…
Ok... I've recently started learning PBR and I understand how albedo, specular reflection and roughness/gloss work but I don't quite get how to use these numbers. I'm using UE4 and it's my understanding that everything is in a 0-1 linear space. How do we input these numbers on a texture sheet inside Photoshop? What's the…
Just wanna mention some things regarding this: I feel the 'spreadsheet approach' to PBR really isn't the way to go. A few reference values here and there are fine, but I'd never rely on that. In fact at work I actively discourage our artists from doing that, and rather try to get everybody to fully understand the rules and…
Off Topic Kindof: I'd like to see solid values for something like cold/hot rolled steel with military camo paint applied over it for armored vehicles. Both ww2 up to present for PBR work. WW2 vehicles particualry had very rough pitted, scratched surfaces due to fast production and not worrying about smoothing the surface…
Here's a more high-level thing; Let's say the spreadsheet stores a wide variety of data, it can store things in 0-1 range and 0-255 (and maybe some math done automatically). It can store reflectance values with color for measured data, but also the median luminosity of those reflectance values converted for use in a…