Author Topic: Dark Materials / PBR Reflectivity  (Read 1545 times)

2020-08-26, 18:13:55

Ben

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If I understand it correctly for a simple pbr workflow I am never to change the reflectivity of a material (always keeping it at 1.0 / full white except metals and liquids and such) and simply change the glossiness value / map. I am always struggeling to eyeball and set the correct values at this pointhere and now I have a situation with some dark materials where I completely fail to get a satisfying result.



In my recent example I have two very dark materials: There are the wooden benches on the left that should be stained black and there are the concrete floor tiles. Concentrating on the floor: If too much light is reflected normally I would just use a much lower value for the glossiness (here 0.1) which in a way works.



But if I compare real life images of a similar dark floor (concrete tiles like this are usually more polished) then the value should be around 0.60 to 0.70 I would say.



But the texture stays greyish and washed out + overblown.



The same counts for the wood more or less. It just doesn't look like black wood. So how do I takle this without changing the reflectivity or use a fresnel map in this slot? Am I making a mistake in setting it up or are these correct results under these circumstances of lighting and all? Any help appreciated.
Cinema 4D Studio R17
Corona Renderer 6 rc 2

2020-08-27, 13:39:42
Reply #1

Beanzvision

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Hi, the lighting in the real-life image doesn't really match that of the render. So naturally, it will look darker. If there was a large opening and looking towards the light, the real-life image would most likely look like the render "gloss .7". You could try the skin shader and make use of the twin reflection channels? Here's an example of that.

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