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…
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?
Hey, I'm the asshole whom Mark quoted making the rude comments. Sorry about that, I was being harsh to a random link sent to me via instant messaging, had no clue my comments would end up on this forum (or anywhere on the internets, for that matter). So for a change I'll try to be helpful in a polite way :) Let's start…
Carlos has been kind enough to combine all of the information into a searchable webpage accessed HERE which is populated by a google doc HERE. Thanks man!
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…
This program isnt really for using in photoshop it gives you a linear space RGB value for your spec map. 1. Download the recompiled version for Win7 here 2. Using the database here download the txt file for the material you want 3. Run the exe in command line like this SL_GetSpecularColor.exe ###.txt where ### is the…
@ MFN - With UE4 you will be using the metalness workflow. So the only values you really need to be strict about are your metal reflectance/ spec values. Many of those are covered for you in this link http://seblagarde.wordpress.com/. In regards to albedo you can use measured values as a guide, but you really just need to…
Haha, no worries, I think we all do the same when we don't expect our comments to be posted publicly. :poly124: Thanks for posting, certainly some good info here. Reflectivity for metals certainly should be represented in color values, the only reason my data was basic brightness values is that I needed to quickly sort…
While it is true that scuffed and shiney plastic both have the same reflectance value... How accurate is our method of capturing the percentage value of light reflected? For instance, look at how much difference micro geometry has on the visual look of reflectivity on skin. Figure 1: (a) Rendering with scanned…
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…