Lighting artist and Unreal Engine specialist Anton Palmqvist has shared the public an open-source database of physically based values for CG artists, with over 100 real-world materials, light sources and camera sensors included. Scroll down for more details with XRender.
For beginners, it is faster and more beneficial to understand the characteristics of the material by getting the parameters and setting and adjusting them by yourself, compared to downloading the ready-made shading directly.
The online database contains a total of 52 commonly used material information such as natural metals, artificial plastics, skin, bones, honey, and edible oils. Users may click to view details including rendering preview, shading and physics-related parameter information as well as related sources. For game artists, download MaterialX shader data for Unity and Unreal Engine is also supported.
Users can choose the engine in use to make the parameter display be based on it, switch between ACEScg and sRGB linear for color spaces, and choose the format of color representation from RGB, HSV or Hex, via the top of the list. Even better, creator has set a click-to-copy feature for each value for users to obtain data easily.
| Light Source
Similar to the materials mentioned above, a total of 13 artificial and natural light types are included in Physically Based. Each light source includes information of color (all available in RGB, HSV or Hex format), temperature and intensity. What’s more, users may change the light unit between radiometric and photometric as needed.
In addition to materials and lighting, the creator has also compiled sensor data of more than 50 digital cameras based on the existing cameras in the market, including sensor size, sensor aspect ratio and crop factor, which can greatly facilitate the workflow of CG artists, especially for compositors.
In order to locate the desired camera more quickly, users can also directly search for the camera model or brand through the top search box.
| Open to All, in Every Sense
The database is built as an open API so it can be implemented in DCC applications like Arnold、Blender、OctaneRender、Omniverse、Redshift、Unity、Unreal Engine and V-Ray. It also open for artists to improve the existing information as well as create new assets.