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General CG Discussion / Re: Shooting and Calibrating PBR Textures
« on: 2023-07-16, 16:08:26 »(If you mean screwing as us artists) Yeah but in reality clients send you iPhone photo of some engineered floor that is like nothing else and you have one day to integrate it into photorealistic rendering.I just meant from the software side. Jobs will always be messy, clients and users will do whatever they want. The client may display your work on a shitty random LCD but you're still color grading it on a proper calibrated display regardless, don't you? We should establish proper methodology based on physical evidence even if users choose to not calibrate their Albedos and do random adjustments by eye. If we keep telling them not go below 50,50,50 in the first place then it's just 'garbage in - garbage out' with a random chance of screwing up the "right way". If you don't have measurements then you'll have to guess from intuition - that's fine, but at least you can build better intuition on properly shot and calibrated reference material (like a good portion of megascans appears to be).