rock ref: https://www.alexstrekeisen.it/english/meta/maficgranulite.php rock sudety: https://zywaplaneta.pl/granulity-sudety/
Related notes: Color, Rendering
Color theory bible Convert colors calculator
Substrate (Strata)
more expresive workflows, can combine 2 shaderws toghether No cost if input is not used ! Layer system - layering is expensive if possible make with onslab Slab « is a material matter responce to light. = interface + medium
G buffer
Gbuffer Format (projection)
Adaptive - packed data noi blend like decal ??? - play 5 & xboix series SM6 - pit packed uav to encod per pixel « full
Blendable - not fully but safe and low compatibility, ok for transition.
https://youtu.be/KYmd_LNlw2c?t=2125
YT unreal fest - Everything You Wanted to Know About Substrate(But Are Too Afraid to Ask)| Unreal Fest Stockholm 2025 YT Render Bucket - UE5.7 Substrate – Next-Gen Shading Workflow Explained - YT Beyond Extent and Hugh Chew https://youtu.be/4X-nZ7qflcw - base to advanced substrate
![[Pasted image 20251127035117.png]]
Slab BSDF
BSDF - Bidirectional scattering distribution functions -
Monolithic
complex stand alone phenomena non composible Volumetric Hair Eye Unlit, Single layer water.
Wyjątki: Monolithic / Domain Materials Still benefit from substrate
post pro , Light fn, decal
decal > convert to decal
| default value | Order of dops during simpli fication | |||||
|---|---|---|---|---|---|---|
| Albedo | - | medium | ||||
F0 v3 (metlic / specularity) |
(0.04, 0.04, 0.04) | Reflectivity | Reflection at facing angle | if f0 increase diffuse response lower | interface | |
F90 (metlic / specularity) |
1 | Reflectivity | Reflection at shilluete. | 5 Simple | adobe use F82 (specular edge) - Hue and saturation shift relative to F0 value | interface |
| Roughness | Roughness | spread of the highlight | interface | |||
Anisotropy |
Roughness | Stretching highlights | 2 Complex | interface | ||
| Normal | (0.5, 0.5, 1) | interface | ||||
| Tangent | interface | |||||
SSS MFP |
0 cm | Subsurface mean free path - Opacity | 5 Simple | density of material and effect of absorption how RGB answer to depth Large values can be noisy !, best on translucency |
medium | |
SSS MFP Scale |
Negative values negative scattering, 0 - scatter in both dir | 5 Simple | medium | |||
SSS Phase Anisotropy |
5 Simple | medium | ||||
| Emissive | ||||||
| Second Roughness | Roughness | 3 Complex | interface | |||
| Second Roughness Weight | 0 is using only first and 1 will use only second. | Roughness | 3 Complex | interface | ||
Fuzz Roughness |
Fuzz | Emulate fuzz | 4 | interface | ||
| Fuzz Amount | Fuzz | 4 | interface | |||
| Fuzz Color | Fuzz | 4 | interface | |||
| Glint Dens | 1 Most complex | |||||
- f0 is a color - any material can exibit chromatic specular (oxide, oil films)
- energy conserving by design. if F0 increse then diffuse responce decrese
- medium > sss, translucent, semi transparent , skin glass soft plastic
Clasic domains (Domain matrial) will not blend: Decal, Light fn, Post-pro, Volume, Hair / Eye, Unlit, Single Layer
SSS
E-num on slab node:
- wrap
- two-sided wrap
- diffusion
- simple volume
IRO
Metal
SMF Metal - node help to convert metallic workflow but can be achieved by Diffuse Albedo and F0
- Diffuse - diffuse is separated so 0,0,0
- F0 - should be color of metal
Silk fabric
Thin-film
- f0 & f90
- dif - 0
Blend Materials
Add - not physically correct braking energy conservation by suming contribnution postevaluated. Use for emissives!
Horizontal layers blend materials - if blend factor is 0/1 is only 1 else < eveluate both (only on blends)
- background / foreground
Vertical layers- one on top of other and define what thick first layer is. Expensive - top / bottom with thickness (Non 0 MFP if 0 ius considered opaque and not evalueated)
Coverage weight(how strong material is)Select- Condition (can be smooth with TAA) ONLY WAY To blend mat with different SSS !!!!
![[Pasted image 20251227032045.png]]
Example glass
Material details:
- set refraction model (and then IRO in material)
- mode
- tintied glas - transl col transm
- Ligth mode
- surface forroward sjhading (expensive)
Slab BTDF
Transmision
Slab BSDF
Bi-Directional Scattering distribution Fn. Outer and inner surface toghether
PBR
Guideling how to author textures Energy conservation. Light reflected or absorbed Metal in PBR - base color is reflection tint - metal reflect much more in facing angles as specular. (non metal 4-7%) and all materials reflect 100% at shilluete edge angle Roughness - how smooth on fine level (microfacet like).
Metallic Workflow
Albedo / Reflectance
Diffuse reflected color for dielectric - flat lower contrast and brighter than normal photography
Reflectance value for metals
Brightness should be between: 50 - 245 (sRGB) / 0.02 - 0.9 (Linear RGB)
Dielectrics Median luminosity:
| Mat | Linear | Linear byte | sRGB | sRGB byte |
|---|---|---|---|---|
| Black | 0.013 |
5 |
0.117 |
30 |
| Gray (Zone V) | 0.18 |
46 |
0.5 |
128 |
| White | 0.893 |
229 |
0.95 |
249 |
| Black Paint | 0.02 - 0.027 |
5 - 7 |
0.169- 0.195 |
43 - 50 |
| Coal Carbon Asphalt (Fresh) |
0.02 - 0.04 |
|||
| Brright Gray | 0.5 |
128 | 0.72 |
186 |
| White acrylic paint | 0.81 |
243 | 230 |
|
| Fresh snow | 0.90 |
0.95 |
240 |
|
| CONCRETE | ||||
| Fresh concrete | 0.51 - 0.55 |
192,191,187 | 0.67 | |
| Worn asphalt | 0.08- 0.15 |
0.42 |
||
| Old Concrete | 0.3 | 135,136,131 | 0.57 |
|
| White cement | 0.7 | 0.85 |
||
| ROCK | ||||
| Limestone | 0.3 - 0.45 |
148 - 177 |
||
| Rock | 0.3 - 0.4 |
148 - 168 |
||
| SOIL | ||||
| Sand | 0.440,0.386,0.231 | 0.694,0.655,0.518 | 177,167,132 | |
| Desert sand | 0.36 - 0.40 Dry |
177,167,132 | 0.65 |
|
| Sandy Soil | 0.25 - 0.45 Dry |
136 - 177 |
||
| Clay Soil | 0.23 - 0.4 Dry |
137,120,100 | 131 - 168 |
|
| Grey soil | 0.1 Wet 0.3 Dry |
90 - 148 |
||
| Silt loam Soil | 0.23 - 0.28 Dry |
131 -143 |
||
| Bare soil Dark earth |
0.13 - 0.17 Dry |
114 |
||
| Yellow Clay | 0.16 |
111 |
||
| Black soil | 0.08 Wet 0.15 Dry |
81 - 108 |
||
| FOLIAGE | ||||
| Green grass | 0.2 - 0.25 |
0.53 |
123 - 136 |
|
| Tundra | 0.2 |
123 |
||
| Tall wild grass | 0.16 - 0.18 |
111 - 117 |
||
| Tea bushes | 0.16 - 0.18 |
111 - 117 |
||
| Corn field | 0.16 - 0.17 |
111 - 114 |
||
| Deciduous tree | 0.15 - 0.18 |
108 - 117 |
||
| Grain crops | 0.1 - 0.25 |
90 - 136 |
||
| Moss | 0.1 |
90 |
||
| Summer Foliage | 0.09 - 0.12 |
85 |
||
| Autumn Foliage | 0.15 - 0.3 |
109 -148 |
||
| Conifer Forest | 0.08 - 0.12 |
81 |
||
| Leafs | 0.07 Wet 0.2 Dry |
75 - 123 |
||
| WOOD | ||||
| Batten planks (fresh wood) |
0.35 - 0.42 |
158 - 172 |
||
| Batten planks (old weathered) |
0.12 - 0.16 |
97 - 111 |
||
| Varnished wood | 0.13 |
101 |
||
| Bark, oak | 0.1 |
90 |
||
| WATER | ||||
| Ocean Ice | 0.56 ( 0.5 - 0.7) |
|||
| Water sun horizon | 0.5 - 0.8 |
|||
| Water sun zenith | 0.05 |
|||
| SKIN | ||||
| Skin European | 0.35 - 0.6 |
158 - 202 |
||
| Skin Indian | 0.15 - 0.3 |
108 - 148 |
||
| Skin African | 0.05 - 0.15 |
65 - 108 |
||
| Metal | 180 / 186 - 255 (sRGB) |
A database of physically based values for CG artists
Specular
Dielectric F0 Reflectance Unreal values 0-8%. Thus default value is .05 (which is 4% reflective)
Value = ( (1 - IOR) / (1 + IOR) )²
Fresnel reflection coefficient mount of light that reflects off a surface when the viewing angle is perpendicular (i.e., the angle of incidence is 0 degrees).
Let the material value in unreal be default 0.5 and multiply by a cavity map to darken cavities.
specular reflectance values (denoted as “F0”) specular reflectance refers to the amount of light reflected at a particular angle from a surface.
Wood - 0.02 to 0.05 natural stones like granite or marble, the F0 value can range from 0.02 to 0.05.
Depending on factors like moisture content and leaf type, F0 values can vary, but they may range from 0.03 to 0.08. F0 values for healthy green leaves typically range from around 0.03 to 0.08. Dry or Wilted Leaves: Leaves that are dry or wilted may have slightly lower F0 values, possibly ranging from 0.02 to 0.06.
| Mat | sRGB |
| —- | —- |
| Plastic | 55-64 |
| Rusted metal | 52 |
| Water | 43 |
| Ice | 41 |
| Glass | 57 |
| Gold | 255 226 155 |
| Silver | 252 250 245 |
| Aluminium | 245 246 246 |
| Iron | 196 199 199 |
| Copper | 250 506 192 |
metal 0.7 - 1 specular
Roughness
Microfacets models how rough (in microscale) mat is (amp & freq of bumps in material ) tiny imperfections in mat & angle of incoming lightEverything has Fresnel and reflections ! YT link The specular part of Disney “principled” BRDF is a GGX BRDF. It use a roughness parameter. Nm is crucial! more direct reflection and depends heavily on the viewing angle relative to the light source and the surface normal.
- reflection on angle is more sharp and visible
| 0 -0.2 |
polished / wet |
| 0.2-0.5 | smooth |
| 0.5-0.8 | rough |
| 0.8-1 | matte |
| Mat | UE |
|---|---|
| Air | |
| Ice | 0.224 |
| Water | 0.255 |
| Milk | 0.277 |
| Skin | 0.35 |
| COMON | 0.5 |
| Glass | 0.5 |
| Plastic | 0.5 |
| Quartz | 0.57 |
| Diamond | |
| Rubbet | .8 ? |
argiles - ziemia like craie sable (kamienie zółtawe) calcaire = limestone (kamienie szare jane z białymi przetarciami) schistes = łupki granite
Metal
| Mat | |
| —- | —- |
| Conductors | 1 |
| Dielectrics | 0 |
| Diamond | |
- Conductors Spec and glossy reflection, in conductors typically metals. dep on wave len (yellow gold) (reflect most light and turn non reflected into heat)
- Dielectrics - (BTDF shader ie) reflected and refracted (IOR,bend ing rays on medium change) sometimes scatter (as subsurf) and flat ss is difuse
Conductors- (typicly reflect depend on wave leng. give color)
Dielectrics- (reflect + refract + scatter refracted (subsurf but rather difuse ))
Refl + refr » have fresnel.
Advanced Render passes
Refraction
- physical model of Index of Refraction - but you will have an offset that reads from off screen, shift material glitches can occure.
- Pixel Normal Offset enables refraction for these large flat surfaces, like water,
| Mat | IOR | |
|---|---|---|
| COMON | 1.5 |
|
| Air | 1 |
|
| Ice | 1.31 |
|
| Water | 1.33 |
|
| Milk | 1.35 |
|
| Skin | ||
| Glass | 1.52 |
|
| Plastic | 1.46 |
|
| Quartz | 1.544 - 1.644 |
|
| Diamond | 2.42 |
Water:
Total internal refl - speed of light in mat to speed of light oudisde..... IRO
- from top only go inside
- low light reflect
AIR speed of light > 1.0 iro
speed of light in water slower
so AIR to water 1.33
SSS
To use this feature, enable Burley in the Subsurface Profile and set the Editor Preview Level to Cinematic. If you’re already using Separable SSS profile, minimal changes are required to switch to this method. Note that Burley SSS requires Temporal Anti-Aliasing to work properly.
Anisotropy
Specular Workflow
Strata
| F0 | f90 | |
|---|---|---|
| Plastic | 0.04 most materials default in unreal |
- metal pure reflection > only refraction (or absorbed [heat]) > only mat that tint reflection (but saturate with Fresnel)