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How am I supposed to use the PBR reference charts?

Discussion in 'General Graphics' started by Sendatsu_Yoshimitsu, Jan 26, 2020.

  1. Sendatsu_Yoshimitsu

    Sendatsu_Yoshimitsu

    Joined:
    May 19, 2014
    Posts:
    691
    I've always made PBR materials in a really simple way- I'll paint/photogrammetry/whatever the diffuse, bake out the metallic/normal/etc maps, cram them together in the mat, and call it a day. Looking at https://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ however, they provide specular and metallic value charts that for the life of me I can't decipher- are those just supposed to serve as general guidelines when making textures, or is there a specific, quantifiable process I should be following to calibrate and fine-tune ever mat I generate?
     
  2. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,352
    The short version is nothing in the real world is totally black, or totally white, which example swatch colors for certain materials.
     
  3. Sendatsu_Yoshimitsu

    Sendatsu_Yoshimitsu

    Joined:
    May 19, 2014
    Posts:
    691
    That's easy enough to follow- thanks!