Hi,
We receive spectrometer data from our client on material chips. Among this information is the glossiness read as Gloss Units, in the latest specific case, 17gu at 60 degrees (the angle of incident of the instrument's light).
I was wondering if anyone has any experience translating this data to the Reflective Glossiness value to create a baseline version of the material. Obviously surface texture etc effects this, but it could give us a working look on our shader-ball to attempt to match with the final version.
Thanks!
We receive spectrometer data from our client on material chips. Among this information is the glossiness read as Gloss Units, in the latest specific case, 17gu at 60 degrees (the angle of incident of the instrument's light).
I was wondering if anyone has any experience translating this data to the Reflective Glossiness value to create a baseline version of the material. Obviously surface texture etc effects this, but it could give us a working look on our shader-ball to attempt to match with the final version.
Thanks!