Hello all,
I have a simple but incredibly important question for Chaos Group and also the forum members. The answer will help many who don't quite understand, which includes me.
I do not want to take for granted a material look dev scene supplied by another artist. I want to understand what exactly is going on in terms of creating a Physically Based Material Look Dev scene.
I believe the following attributes make a Physically Based Rendering Workflow.
1. Linear workflow
2. Area Lights, Dome Lights using HDRI
3. Materials - energy conserving
4. Calibration utilities including Grey and Chrome Spheres and a Macbeth Chart
I really want to know and understand how each attribute needs to be set up and why it needs to be that way.
a. Lights:
- How do I set up area lights and what are reference do we have to tell us exactly how bright a light is?
- How to benchmark a lights value? Can a light meter be used?
- Is there a simplified comparison chart for non technical artists to use which would be like... a light meter value of 'x' is about how bright an office room is....and so on? (for dummies)
- Are the light values of "Quality" HDRI an absolute? or are they to be adjusted?
b. Materials
- How do I know I have made a material that will hold up under different lightning conditions?
- How do I calibrate the specular of a material so its going to hold up ?
c. Calibration Utilites or references
- Exactly how do I use and set up the Grey and chrome Balls as well as how to use a Macbeth chart using Nuke?
- What is the non variable benchmark to which all the factors are calibrated?
- Is true PBR a myth, by which I mean, ultimately every factor must be adjusted to make the final look?
- In the end, is every CG shot adjusted till it just looks right?
d. Unification
- What are the steps to individually set up the elements?
- do all the elements need to be adjusted together with reference to each-other to make it just look good?
Please refer to this article to see what I mean by calibrating the elements that make a Physically Based Render. https://www.fxguide.com/featured/log...make-you-hurt/
Any feedback or tutorials on this will help me and possibly others a lot. Thanks again
Steve ~
I have a simple but incredibly important question for Chaos Group and also the forum members. The answer will help many who don't quite understand, which includes me.
I do not want to take for granted a material look dev scene supplied by another artist. I want to understand what exactly is going on in terms of creating a Physically Based Material Look Dev scene.
I believe the following attributes make a Physically Based Rendering Workflow.
1. Linear workflow
2. Area Lights, Dome Lights using HDRI
3. Materials - energy conserving
4. Calibration utilities including Grey and Chrome Spheres and a Macbeth Chart
I really want to know and understand how each attribute needs to be set up and why it needs to be that way.
a. Lights:
- How do I set up area lights and what are reference do we have to tell us exactly how bright a light is?
- How to benchmark a lights value? Can a light meter be used?
- Is there a simplified comparison chart for non technical artists to use which would be like... a light meter value of 'x' is about how bright an office room is....and so on? (for dummies)
- Are the light values of "Quality" HDRI an absolute? or are they to be adjusted?
b. Materials
- How do I know I have made a material that will hold up under different lightning conditions?
- How do I calibrate the specular of a material so its going to hold up ?
c. Calibration Utilites or references
- Exactly how do I use and set up the Grey and chrome Balls as well as how to use a Macbeth chart using Nuke?
- What is the non variable benchmark to which all the factors are calibrated?
- Is true PBR a myth, by which I mean, ultimately every factor must be adjusted to make the final look?
- In the end, is every CG shot adjusted till it just looks right?
d. Unification
- What are the steps to individually set up the elements?
- do all the elements need to be adjusted together with reference to each-other to make it just look good?
Please refer to this article to see what I mean by calibrating the elements that make a Physically Based Render. https://www.fxguide.com/featured/log...make-you-hurt/
Any feedback or tutorials on this will help me and possibly others a lot. Thanks again
Steve ~
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