Do you have a link to your site perhaps?
Hey!
There are still a couple of pages I need to write before the site goes public.
Here is a little preview of the calibrated paint page.
It's one thing to calibrate swatches to real world LRV, but the most important step is to remove IOR.
IOR really de-saturates colors (If they are middle dark++). Everyone will notice this the first time they cross specular scan something.
LRV = Value in Corona Color Picker and this value is linear. It's just plain stupid that the "sRGB" check box does not affect Value in "Corona Color Picker" yet.
Maybe you could reach out to the team ?
Hey!
Ondra and the dev team have direct contact to me, so if they ever need anything they know I'll be there.
Hey Dubcat, can you elaborate about this? I'm not sure I get it.
Basically you're asking a slot to input cross polarized specular scan in order to modify the microfacets distribution, is that right?
Hey man!
I want to merge Glossiness/Roughness and IOR/Specular into one map (aka Roughness/Glossiness, it will not degrade the current real world scanned material PBR system in anyway, only improve it). Because we are already 50% there. The lower pbr glossiness value we use, the lower the IOR gets, but this is a global change. The glossiness IOR change does not go above or bellow the initial value (If we use asphalt as an example, it does not respect gem stones in the scan, or micro shadows. Micro shadowing is the #1 error that has to be fixed in CGI imho beside Coronas diffuse roughness ( ͡° ͜ʖ ͡°) ), but kinda act like reflection level did before pbr. Like when you change the opacity of a layer in Photoshop.
I made a quick and dirty proof of concept material for you guys, to show what I mean.
I don't know if the Corona Curve settings get saved with the material preset, I guess so. But just in case, here is the curve.
We really need X/Y value inputs in Corona Curve!
edit: Fixed a mistake in the material.
I also want to mention that the super blurred texture in the "High Pass" section has to be Corona Bitmap with 9999999442119689768320106496 Blur value. 3dsmax bitmap can't blur this much.
We really need a "gaussian blur" function in one of the Corona maps, I made a request on mantis a year or so ago. This feature is the only thing that is halting my mask generator, because we have to gaussian blur procedural maps.