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Same as all the tables for scanned metals, it'd only be as accurate as the sample object that people measured. Glossiness is driven by how rough or how polished a surface is so you can get a tonne of variation depending on how the object was used. Say for example I look at my keyboard in front of me, some of the keys still have a little bit of bump to them but the spacebar is totally smoothed off from all the use it gets - both are still made from the exact same type of plastic but they'd have different tail values. It's where the observation part of it has to come in and where you'll have to use some reference. Say for example you wanted material settings for an old, worn gold object you've got a picture of and ask the forum - what's the correct values for gold, then I give you gold values that I've made from a really new, mirror finish gold object and say that they're correct. My gold settings are only correct for the object I've used as reference and probably won't get you the look your after and this is what happens with lots of tables.
With shiny objects a huge factor is the lights and environments around them too. Highlights and tail falloffs are going to be heavily influenced by how large the light sources that are shining on them are, so ideally if you're trying to get a certain look, it's really handy to know what was around the object, and if not try to make educated guesses about the lighting using things like reflections in the surface of really mirrored objects or the softness of shadows that objects are casting.
Yeah i completely understand that, though there should be like "generic" settings, which are more or less close to real world. I understand that material vary from one to another , though we all have libraries of materials which we start from, and tweak per reference right ? So that is what i want to know - where i can find what are the "generic" ggx tail foloff setting for "typical" chrome , iron , alluminium , glass , cermamic and etc.
Sure. People have been asking for material libraries for ages, and even the likes of vray-materials.de is full of them - hopefully it's still popular enough that people start uploading ggx shaders.
The only helpful thing I could think of is to have a reference photo and then use something like the chart in this image to get you in the ballpark - http://help.chaosgroup.com/vray/imag...ggx_render.jpg - Hat tip to Lele for making the effort on this one
Anyone got some nice examples of real-world projects rendered with GGX mats? I'm keen to see how they play out for general use particularly in every-day metals in arch scenes.
Alex York
Founder of Atelier York - Bespoke Architectural Visualisation www.atelieryork.co.uk
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