CRAFTING PHYSICALLY-BASED MATERIALS BASE COLOR/SRGB Defines the perceived color of an object (sometimes called albedo). More precisely: → the diffuse color of a non-metallic object → the specular color of a metallic object BASE COLOR LUMINOSITY

Non-metal range 10-240

Metal range 170-255

METALLIC SAMPLES

Silver

Aluminum Platinum

Iron

Titanium

Copper

Gold

Brass

247, 244, 232

232, 234, 234

211, 206, 198

196, 198, 198

193, 186, 175

247, 188, 158

255, 216, 145

249, 229, 150

#f7f4e8

#e8eaea

#d3cec6

#c4c6c6

#c1baaf

#f7bc9e

#ffd891

#f9e596

NON-METALLIC SAMPLES

Coal

Rubber

Mud

Wood

Vegetation Brick

Sand

Concrete

50, 50, 50

53, 53, 53

85, 61, 49

135, 92, 60

123, 130, 78

148, 125, 117

177, 168, 132

192, 191, 187

#323232

#353535

#553d31

#875c3c

#7b824e

#947d75

#b1a884

#c0bfbb

METALLIC/GRAYSCALE Defines whether a surface is dielectric (0.0, non-metal) or conductor (1.0, metal). Pure, unweathered surfaces are rare and will be either 0.0 or 1.0. Rust is not a conductor. 0.0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1.0

METAL/CONDUCTOR

NON-METAL/DIELECTRIC

ROUGHNESS/GRAYSCALE Defines the perceived smoothness (0.0) or roughness (1.0). It is sometimes called glossiness. NON-METALLIC 0.0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1.0

0.0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1.0

0.9

1.0

METALLIC

REFLECTANCE/GRAYSCALE Specular intensity for non-metals. The default is 0.5, or 4% reflectance. 0.0

0.1

0.2

0.3

0.4

2% No real-world material

0.5

0.6

0.7

0.8

5% Common dielectrics

16% Gemstones

All dielectrics SAMPLES

Water

Glass

90, 90, 90

119, 119, 119

2%

3.5%

Liquids

Default

Others

127, 127, 127 2% to 4%

4%

2% to 5%

Ruby

Diamond Gemstones

180, 180, 180

255, 255, 255

8%

16%

5% to 16%

CLEAR COAT/GRAYSCALE Strength of the clear coat layer on top of a base dielectric or conductor layer. The clear coat layer will commonly be set to 0.0 or 1.0. Only available in the clear coat shading model. 0.0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1.0

NO CLEAR COAT

CLEAR COAT ROUGHNESS/GRAYSCALE Defines the perceived smoothness (0.0) or roughness (1.0) of the clear coat layer. It is sometimes called glossiness. Only available in the clear coat shading model. 0.0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1.0

ROUGH CLEAR COAT

GLOSSY CLEAR COAT

ANISOTROPY/GRAYSCALE Defines whether the material appearance is directionally dependent, that is isotropic (0.0) or anisotropic (1.0). Brushed metals are anisotropic. Values can be negative. Only available in the anisotropic shading model. 0.0

0.1

ISOTROPIC

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1.0

ANISOTROPIC

crafting physically-basedmaterials Developers

PHYSICALLY-BASEDMATERIALS. ANISOTROPY/GRAYSCALE. Defines whether the material appearance is directionally dependent, that is isotropic (0.0).

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