Physically Based: A Database of PBR Values for Real-World Materials
80.lv
80.lv
They can be used separately or together. For example you can use PBR with rasterization instead of ray tracing (which describes many modern games), and you can use ray tracing with simplified or non-realistic materials (e.g. toon shading) instead of PBR materials.
Also, the term "PBR" has generally come to mean a set of specific techniques and equations that are still a radical simplification of what happens in the real world. These techniques are a good approximation in many cases but some materials will not be well modeled by the typical PBR equations. There are more advanced material models that can be used. These are often published at SIGGRAPH.
Check out the Maxwell renderer and some of their efforts to parametrize materials. They're collecting multiple values across multiple wavelengths, each measured over multiple angles of incidence to fully understand how light interacts with different materials.
It is nice to have a baseline of materials in an open accessible form.
Sure if you're doing something in a professional renderer, probably not necessary.
The Octane data seems most complete at first glance (with complex IOR etc), but for things like milk and blood I expected at the very least some absorption coefficient for the translucency or similar.
[1]: https://pbrt.org/
BRDF stands for Bidirectional Reflectance Distribution Function
> [It] is a function of four real variables that defines how light is reflected at an opaque surface. [...] The function takes an incoming light direction, ωi, and outgoing direction, ωr (taken in a coordinate system where the surface normal n lies along the z-axis), and returns the ratio of reflected radiance exiting along ωr to the irradiance incident on the surface from direction ωi.
Source: https://en.wikipedia.org/wiki/Bidirectional_reflectance_dist...
I know it doesn't physically make sense to have it in between, but then I wonder why that ability is even included in a system that supposedly should help you make physically correct materials.
Maybe metalness of 0.5 could be used to describe a fine mixture of 50% metal and 50% non metal?
Maybe it's needed to provide an alias of sort when transitioning between a metal and a non metal in a texture
Metalness is essentially F0, the base reflectivity of a material (looking straight at it), which can be high for materials with very high indices of refraction, like Diamonds and other gemstones. Afaik Diamond has a metalness of about 0.2.
Blood, like milk, also exhibits quite a bit of subsurface scattering... it’s a hard problem to make it look good.
How are roughness, specular, etc, measured?
There's however too much variability in roughness values since it's a property of an item rather than a property of the material itself, so a drinking glass could be very rough if worn, or very glossy if new. That's why I haven't added it as a property on the website.
Hope that makes sense!
Someone is afraid of the lynch mob.