Metallic Specular Reference
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There are no barriers with borders. We provide Java assignment help to the students based in Australia, the UK, New Zealand and the US. Also, writing a program using C, C++, C#, Python, Ruby, and JavaFX is not a challenging task for our experts.

by Alvar Lagerlöf
9 hours ago

Dammit. Not again. This is path tracing not Ray tracing. Ray tracing is practically an hybrid scam. This is the real stuff, the stuff from Disney and Pixar movies. Stop helping Nvidia sell ray tracing. It's not good.

Link is down

Metallic Specular Reference
12 April, 2017
Billy Lundevall (don’t forget to read our interview) has shared his awesome document full of collected measured metallic specular values and specular brightnesses from various sources.

Note that accurate metal values are equally important in both the specular and metalness based workflows. These values are NOT subjective. Metals generally do not diffuse and absorb all light not being directly reflected. The diffuse color can safely be set to pure black in all cases.

Multiple values mean multiple sources/measurements. Multiple measurements with very similar results mean that the values are more likely to be accurate and are more reliable. Hex values represent reflected color and brightness, “N” is the refractive index and “K” is the extinction coefficient. N and K rarely play a part in real-time rendering and can be ignored for game asset use.

Billy Lundevall 

Read the full document

It’s still work in progress and incomplete, so you can share any additional information with Billy to develop this awesome document. 

Author: Artyom Sergeev

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