[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG

Search:


View post   

>> No.561739 [View]
File: 498 KB, 1290x590, 8d86dece5ef56460b48edc6bb5766cc1--physically-based-rendering-game-art.png [View same] [iqdb] [saucenao] [google]
561739

So there's these charts floating around that claim to have the correct values for physically realistic results when using PBR workflow for something like Unreal Engine 4. But all the artist work or included samples that come with the engine don't adhere to any fucking standards at all. Their textures appear to have completely random values for luminosity etc. that don't follow these charts at all.

For example this chart claims the mean luminosity of the albedo map for painted metal is around 94, but it's fucking impossible to make any red or yellow painted metal while keeping the medium at 94 because it looks ultra dark and de-saturated. Am I a retard and doing this shit incorrectly? It's confusing as hell. I have no idea how bright to make any of my textures, I thought PBR was supposed to remove guess work but all I've been doing is guessing how bright or dark to make my fucking albedo maps.

Navigation
View posts[+24][+48][+96]