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Hair anatomy research

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Source from Sébastien Lagarde: https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/

some data by Sophie Van de Velde, Laurent Harduin

Basically the brightness of the albedo should fall in a range of 50-243dontnodgraphicchartforunrealengine4


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Values from DONTNOD for UR4

Reflectance Range in sRGB value 0-255

Plastic: 55-64
Rusted Metal: 52
Water: 43
Ice: 41
Glass: 57
Gold: 255 226 155
Silver: 252 250 245
Aluminium: 245 246 246
Iron: 196 199 199
Copper: 250 208 192
Chromium: 140142141
Nickel: 168155134
Titanium: 138 126 144
Cobalt: 169 167 161
Platinum: 171 162 149

All metallic materials should not have any diffuse value.  Since refracted ray will be absorb by the material(energy transfered into heat).  If the type of metal has some sort of colour tint(gold).  The tinted colour should be put in the reflective/spec map. Good reflectance value for conductor(metallic) materials are 50%-100%

ps: more scientific term of materials visit: http://refractiveindex.info/


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IoR

Topic: IOR (Index of Refraction) Values
posted by Jon Reynolds
archived on 11.3.2003

Acetone 1.36
Actinolite 1.618
Agalmatoite 1.550
Agate 1.544
Agate, Moss 1.540
Air 1.0002926
Alcohol 1.329
Alexandrite 1.745
Aluminum 1.44
Amber 1.546
Amblygonite 1.611
Amethyst 1.544
Anatase 2.490
Andalusite 1.641
Anhydrite 1.571
Apatite 1.632
Apophyllite 1.536
Aquamarine 1.577
Aragonite 1.530
Argon 1.000281
Asphalt 1.635
Augelite 1.574
Axinite 1.675 (more…)

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