• PBR Guide Links: PBR Lighting Guide  UE4 PBR Lighting Guide  General Texturing Guide  UE4 PBR Material Guide

# Imported modules. 
Note: This guide assumes the reader has a basic understanding of PBR.
Generally, daytime lighting has a ~4:1 sun/sky (direct light vs shade) intensity ratio, sunrise/sunset is ~3:1, and overcast is ~2:1. However, since lighting conditions vary by location, time of day, weather, pollution/atmosphere, season, etc., the values listed below should only be used as a guide.
TERM 
DEFINITION 
Lumen 
Total emitted light. 
Cd/m² or Nit 
(cd = candela) Light source intensity per square meter. 
Lux 
Reflected surface illuminance. Also, 1 lux = 1 lm/m², or a 1 cd light at 1 m = 1 lux. 
IRE 
Video exposure unit. 
Inverse Square Falloff 
Describes physical light falloff. Also, intensity (cd) ∝ 1/square of the distance. 
Energy Conservation 
Reflected light is never brighter than its cast light. 
Bidirectional Reflectance Distribution Function 
(BRDF) Defines reflected light. 
Direct Light 
Light source light. 
Indirect Light 
Bounce light. 
Ambient Light 
Surrounding environment light. 
Diffuse Light 
Reflected surface light. 
Key Light 
Primary light source. 
Fill/Helper Light 
Supplementary light used to brighten shadows/content and/or to simulate bounce light. 
Rim Light 
Light contouring subjects for background separation, thus implying depth. 
Motivated Light 
Light that simulates physical light sources, like a light bulb or window. 
Unmotivated Light 
Support light that doesn't have a physical representation. 
HighKey Lighting 
Bright, lowcontrast lighting. 
LowKey Lighting 
Dark, highcontrast lighting. 
Azimuth 
Horizontal angle of the sun’s position. 
Zenith 
Vertical angle of the sun’s altitude. 
DESCRIPTION 
LIGHT CD/M² or NIT VALUES 
Brightest Sunlight 
120,000 lux 
Sunlight Range 
30,000  120,000 lux 
Bright Sunlight 
111,000 lux 
White Paper at Sunny Noon 
25,000 cd/m² 
Clear, Midday Shade 
20,000 lux 
Fluorescent Lights 
12,000 cd/m² 
Brightest, White Clouds 
10,000 cd/m² 
Average, Clear Sky 
5,000  7,000 cd/m² 
Midday Overcast 
1,000  2,000 lux 
HDR10 LCD Monitor 
1,000 cd/m² 
Clear Sunrise/Sunset 
400 lux 
LCD Monitor Peak Luminance 
250 cd/m² 
Thickest, Midday Storm Clouds 
< 200 lux 
sRGB Reference Monitor White 
80 cd/m² 
Sunrise/Sunset Overcast 
40 lux 
Floodlit Buildings 
2 cd/m² 
Thickest Sunrise/Sunset Storm Clouds 
< 1 lux 
Clear Night with Full Moon 
0.25 lux 
Clear Night with Quarter Moon 
0.01 lux 
Clear, Moonless Night with Airglow 
0.002 lux 
Clear, Moonless Night 
0.0002 lux 
Moonless Night Overcast 
0.0001 lux 
Below are color temperature examples with values listed in sRGB first with corresponding sRGB color swatches.
DESCRIPTION 
COLOR TEMPERATURE 
COLOR SWATCH 
HEXADECIMAL VALUES 
RGB CHANNEL VALUES 
NORMALIZED VALUES 
Clear, Blue Sky 
10,000+ 
◼ 
sRGB = cfdaff Linear RGB = 9fb3ff 
sRGB = (207, 218, 255) Linear RGB = (159, 179, 255) 
sRGB = (0.812, 0.855, 1) Linear RGB = (0.624, 0.702, 1) 
Hazy Sky 
8,000 
◼ 
sRGB = e5e9ff Linear RGB = c8d0ff 
sRGB = (229, 233, 255) Linear RGB = (200, 208, 255) 
sRGB = (0.898, 0.914, 1) Linear RGB = (0.784, 0.816, 1) 
Outdoor Shade 
7,000  8,000 
◼◼ 
sRGB = f7f5ff  e5e9ff Linear RGB = eee9ff  c8d0ff 
sRGB = (247, 245, 255)  (229, 233, 255) Linear RGB = (238, 233, 255)  (200, 208, 255) 
sRGB = (0.969, 0.961, 1)  (0.898, 0.914, 1) Linear RGB = (0.933, 0.914, 1)  (0.784, 0.816, 1) 
Daytime Overcast 
6,000  7,000 
◼◼ 
sRGB = fff4ed  f7f5ff Linear RGB = ffe7d8  eee9ff 
sRGB = (255, 244, 237)  (247, 245, 255) Linear RGB = (255, 231, 216)  (238, 233, 255) 
sRGB = (1, 0.957, 0.929)  (0.969, 0.961, 1) Linear RGB = (1, 0.906, 0.847)  (0.933, 0.914, 1) 
LCD Monitor 
6,500 
◼ 
sRGB = fff9fb Linear RGB = fff2f6 
sRGB = (255, 249, 251) Linear RGB = (255, 242, 246) 
sRGB = (1, 0.976, 0.984) Linear RGB = (1, 0.949, 0.965) 
Noon and Camera/Studio Flash 
5,500 
◼ 
sRGB = ffeede Linear RGB = ffdaba 
sRGB = (255, 238, 222) Linear RGB = (255, 218, 186) 
sRGB = (1, 0.933, 0.871) Linear RGB = (1, 0.855, 0.729) 
Early Morning/Evening  Afternoon 
3,500  5,000 
◼◼ 
sRGB = ffc987  ffe7cc Linear RGB = ff953e  ffcc9a 
sRGB = (255, 201, 135)  (255, 231, 204) Linear RGB = (255, 149, 62)  (255, 204, 154) 
sRGB = (1, 0.788, 0.529)  (1, 0.906, 0.8) Linear RGB = (1, 0.584, 0.241)  (1, 0.8, 0.604) 
Fluorescent Lights 
4,000 
◼ 
sRGB = ffd5a1 Linear RGB = ffaa5b 
sRGB = (255, 213, 161) Linear RGB = (255, 170, 91) 
sRGB = (1, 0.835, 0.631) Linear RGB = (1, 0.667, 0.357) 
1hour After Sunrise/Before Sunset 
3,500  3,600 
◼◼ 
sRGB = ffc987  ffcb8d Linear RGB = ff953e  ff9844 
sRGB = (255, 201, 135)  (255, 203, 141) Linear RGB = (255, 149, 62)  (255, 152, 68) 
sRGB = (1, 0.788, 0.529)  (1, 0.796, 0.553) Linear RGB = (1, 0.584, 0.243)  (1, 0.596, 0.267) 
Studio/Photoflood Lamps and Tungsten Lights 
3,200 
◼ 
sRGB = ffc076 Linear RGB = ff862e 
sRGB = (255, 192, 118) Linear RGB = (255, 134, 46) 
sRGB = (1, 0.753, 0.463) Linear RGB = (1, 0.525, 0.18) 
Sunrise/Sunset 
1,850  3,100 
◼◼ 
sRGB = ff8500  ffbd6f Linear RGB = ff3c00  ff8228 
sRGB = (255, 133, 0)  (255, 189, 111) Linear RGB = (255, 60, 0)  (255, 130, 40) 
sRGB = (1, 0.522, 0)  (1, 0.741, 0.435) Linear RGB = (1, 0.235, 0)  (1, 0.51, 0.157) 
Halogen Lights 
3,000 
◼ 
sRGB = ffb969 Linear RGB = ff7c24 
sRGB = (1, 185, 105) Linear RGB = (255, 124, 36) 
sRGB = (1, 0.725, 0.412) Linear RGB = (1, 0.486, 0.141) 
Incandescent Lights 
2,400  2,800 
◼◼ 
sRGB = ffa23c  ffb25b Linear RGB = ff5c0b  ff711a 
sRGB = (255, 162, 60)  (255, 178, 91) Linear RGB = (255, 92, 11)  (255, 113, 26) 
sRGB = (1, 0.635, 0.235)  (1, 0.698, 0.357) Linear RGB = (1, 0.361, 0.043)  (1, 0.443, 0.102) 
HighPressure Sodium Lights 
2,200 
◼ 
sRGB = ff9829 Linear RGB = ff5005 
sRGB = (255, 152, 41) Linear RGB = (255, 80, 5) 
sRGB = (1, 0.596, 0.161) Linear RGB = (1, 0.314, 0.02) 
Candle Flame 
1,850 
◼ 
sRGB = ff8500 Linear RGB = ff3c00 
sRGB = (255, 133, 0) Linear RGB = (255, 60, 0) 
sRGB = (1, 0.522, 0) Linear RGB = (1, 0.235, 0) 
Match Flame 
1,700  1,800 
◼◼ 
sRGB = ff7c00  ff8200 Linear RGB = ff3300  ff3900 
sRGB = (255, 124, 0)  (255, 130, 0) Linear RGB = (255, 51, 0)  (255, 57, 0) 
sRGB = (1, 0.486, 0)  (1, 0.51, 0) Linear RGB = (1, 0.2, 0)  (1, 0.224, 0) 
LowPressure Sodium Lights 
1,700 
◼ 
sRGB = ff7c00 Linear RGB = ff3300 
sRGB = (255, 124, 0) Linear RGB = (255, 51, 0) 
sRGB = (1, 0.486, 0) Linear RGB = (1, 0.2, 0) 
EV100 FORMULA 
Note: Shutter Speed = (1 / Time) = Fraction of a Second EV100 = ( log2(Aperture² / (Shutter Speed) * 100 / ISO) ) 
DESCRIPTION 
EV100 
Bright Sunlight on Sand/Snow (distinct shadows) 
16 
Clear, Bright Sunlight (Sunny 16 Rule/distinct shadows) 
15 
Hazy Sunlight (soft shadows) 
1415 
Before Sunset 
1214 
Bright and Cloudy (no shadows) 
13 
Overcast and Shade with Clear Sunlight 
12 
Sunset 
1112 
After Sunset 
911 
Galleries 
811 
Neon/Bright Signs 
910 
Sport Events and Stage Shows 
89 
Bright Streets, Window Displays, and Office Spaces 
78 
Rainforests 
7 
Fairs and Amusement Parks 
67 
Home Interiors 
57 
Night Traffic 
5 
Christmas Lights 
45 
Floodlit Buildings 
35 
Street Lamps and Candle Closeups 
4 
Fireworks 
3 
Lightning 
2 
Distant, Lit Skylines 
12 
ISO 
SUNNY  f/22 (sand/snow) SHUTTER SPEED 
SUNNY  f/16 (strong shadows) SHUTTER SPEED 
PARTLY CLOUDY  f/11 (soft shadows) SHUTTER SPEED 
CLOUDY  f/8 (faint shadows) SHUTTER SPEED 
CLOUDY  f/5.6 (no shadows) SHUTTER SPEED 
SUNSET  f/4 (long shadows) SHUTTER SPEED 
100 
1/100 or 1/125 
1/100 or 1/125 
1/100 or 1/125 
1/100 or 1/125 
1/100 or 1/125 
1/100 or 1/125 
200 
1/200 or 1/250 
1/200 or 1/250 
1/200 or 1/250 
1/200 or 1/250 
1/200 or 1/250 
1/200 or 1/250 
400 
1/400 or 1/500 
1/400 or 1/500 
1/400 or 1/500 
1/400 or 1/500 
1/400 or 1/500 
1/400 or 1/500 
800 
1/800 or 1/1,000 
1/800 or 1/1,000 
1/800 or 1/1,000 
1/800 or 1/1,000 
1/800 or 1/1,000 
1/800 or 1/1,000 
• Subsection Links: Lights  Fog  Sky  Manual Exposure  Autoexposure  HDR Histogram  Preexposure  Materials  Tonemapper
Note: This guide assumes the reader has a basic understanding of PBR.
ATTRIBUTE 
DESCRIPTION 
Latitude 
Positive values are east of the prime meridian, while negative ones are west of it. 
Longitude 
Positive values are north of the equator, while negative ones are south of it. 
Time Zone 
Offsets the hour amount from UCT/GMT. 
North Offset 
Rotates the BP_SunPosition's orientation. 
Date and Time 
Sets the time of year/day. Options include year, month, day, daylightsaving time, hour, minute, and second. 
Note: The Pixel Inspector (Window > Developer Tools > Pixel Inspector) can analyze scene pixels for sky intensity values via its HDR Luminance reader. (This method can be used to standardize emissive texture values.)
Note: The default light unit can be set in the Project Settings. (Project Settings > Rendering > Light Units) However, this can be overridden on a perlight level in the Details panel. Also, when using candelas units, cone angle does not affect the light's intensity. The opposite is true when using lumen values. (The smaller the cone angle, the stronger the surface illuminance intensity.)
UNIT TYPE 
FORMULAS 
General Units 
Note: sr = Steradians 1 cd = 625 Unitless Values 1 cd = 1 lm/sr 
Point Lights 
Solid Angle = (4π sr) Illuminance (1 lm) ≈ ( 49.7 * Illuminance (1 Unitless Value) ) Illuminance (1 cd) ≈ ( 12.6 * Illuminance (1 lm) ) 
Spot Lights 
Solid Angle = ( 2π * (1  cos(θ)) ) and θ = Light Cone Half Angle Illuminance (1 lm) ≈ ( 99.5 / (1  cos(θ)) * Illuminance (1 Unitless Value) ) 
Default Spot Light Cone 
Solid Angle ≈ 1.76 sr and θ = 44° Illuminance (1 lm) ≈ ( 354 * Illuminance (1 Unitless Value) for a Default Spot Light ) Illuminance (1 cd) ≈ ( 1.76 * Illuminance (1 lm) for a Default Spot Light ) 
Rect Lights 
Solid Angle = (2p sr) Illuminance (1 lm) ≈ ( 199 * Illuminance (1 Unitless Value) ) Illuminance (1 cd) ≈ ( 3.14 * Illuminance (1 lm) ) 
ATTRIBUTE 
DESCRIPTION 
Aperture 
Controls the amount of light that enters the camera via its opening size, as well as depth of field. 
Shutter Speed 
The length of time film is exposed to light, which also determines motion blur amounts. 
ISO 
The camera sensor's sensitivity to light. 
In the Post Process Volume, you can enable the Metering Mode to Auto Exposure Basic (Post Process Volume > Lens > Exposure > Metering Mode: Auto Exposure Basic) and still use UE4's PBR lighting system. For scenes that contain much higher luminance ranges, it’s recommended to switch to Min/Max EV100 settings (Edit > Project Settings > Rendering > Default Settings > Extend default luminance range in Auto Exposure settings) for proper autoadjustments. (Min/Max EV100 replaces the Min/Max Brightness options in the Post Process Volume.) You can apply EV100 Guide data to Min/Max EV100 values. Below are common exposure properties these two methods share.
ATTRIBUTE 
DESCRIPTION 
Exposure Compensation 
Adds stops (2^ExpComp) onto the set exposure. 
Min/Max Brightness 
The clamped range the camera autoadjusts within. By default, it uses cd/m², unless Min/Max EV100 is enabled. 
Speed Up 
Darktolight exposure adaption. 
Speed Down 
Lighttodark exposure adaption. 
Calibration Constant 
Targets an average scene luminance (18%albedo) and is used for white balancing. 
Note: The Pixel Inspector can analyze preexposure values.
MATERIAL 
DESCRIPTION 
Transparent 
Lowabsorption and no scattering. 
Translucent 
Lowabsorption and highscattering. 
Opaque 
Highabsorption or reflectance and lowscattering. 
AXIS 
ROTATION 
+X 
90° CCW 
X 
90° CW 
+Y 
180° 
Y 
No Rotation 
+Z 
No Rotation 
Z 
No Rotation 
Note: This guide assumes the reader has a basic understanding of PBR.
MAP 
DESCRIPTION 
# OF CHANNELS 
COLOR SPACE 
Albedo 
Base colors with no lighting/spec/shading data. Most albedo values exist in the midtones. 
3  RGB 
sRGB 
Normal 
Baked, highres surface detail with vector directionality data for direct light interaction. 
3  RGB 
Linear RGB 
AO 
Blocks ambient light. 
1  Grayscale 
Linear RGB 
Cavity 
Microambient occlusion. 
1  Grayscale 
Linear RGB 
Height 
Surface elevation information. 
1  Grayscale 
Linear RGB 
Metallic 
Determines if a material is a metal, dielectric, or a mix. 
1  Grayscale 
Linear RGB 
Opacity 
Transparency. 
1  Grayscale 
Linear RGB 
Roughness 
Defines reflective surface properties. 
1  Grayscale 
Linear RGB 
Transmissive 
Controls scattered light passing through a surface. 
1  Grayscale 
Linear RGB 
TEXTURE RESOLUTION 
EDGE PADDING VALUES 
256 x 256 
2px 
512 x 512 
4px 
1,024 x 1,024 
8px 
2,048 x 2,048 
16px 
4,096 x 4,096 
≥ 16px 
Note: This guide assumes the reader has a basic understanding of PBR.
UE4 supports the metallic/roughness PBR workflow. Some of the values listed below work best in UE4 and may not be suited for other applications. Further, UE4's environment and color picker live in linear color space, but artists typically work in sRGB. In effect, the following values are in sRGB first with corresponding sRGB color swatches.
Albedo LUMINANCE range
MATERIAL 
DESCRIPTION 
COLOR SWATCH 
HEXADECIMAL VALUES 
RGB CHANNEL VALUES 
NORMALIZED VALUES 
Charcoal 
Dielectric albedo values control reflected color and most exist in the midtone range. Charcoal is the darkest dielectric albedo value that should be used. Insulators don't typically have colored specular reflectivity, but lights affect reflected color. 
◼ 
sRGB = 2b2b2b Linear RGB = 060606 
sRGB = 43 Linear RGB = 5 
sRGB = 0.17 Linear RGB = 0.02 
Fresh Snow 
Dielectric albedo values control reflected color and most exist in the midtone range. Fresh snow is the brightest dielectric albedo value that should be used. Insulators don't typically have colored specular reflectivity, but lights affect reflected color. 
◼ 
sRGB = e8e8e8 Linear RGB = cecece 
sRGB = 232 Linear RGB = 207 
sRGB = 0.91 Linear RGB = 0.81 
Metallic 
Unlike dielectric base colors, metallic albedo brightness controls specular intensity, which can contain color. Conductive albedo values fall within this row’s range. 
◼◼ 
sRGB = d9d9d9  ffffff Linear RGB = b1b1b1  ffffff 
sRGB = 217  255 Linear RGB = 179  255 
sRGB = 0.85  1 Linear RGB = 0.7  1 
Metallic Range
MATERIAL 
DESCRIPTION 
COLOR SWATCH 
HEXADECIMAL VALUES 
RGB CHANNEL VALUES 
NORMALIZED VALUES 
Dielectric 
On average, most dielectrics have a F0 value of 4% reflectivity and do not require a metallic map. If they are part of an asset that needs one, the nonmetal portions should be black. Further, metallic map properties should represent the top layer of the material, like painted metal, which would not be metallic in this case. 
◼ 
sRGB = 000000 Linear RGB = 000000 
sRGB = 0 Linear RGB = 0 
sRGB = 0 Linear RGB = 0 
Metallic 
This map determines whether the albedo map is treated as reflected color or metallic reflectance values. Most metals have a value of 1, and the metallic map is multiplied against the base color texture. You can have gradient transitions between insulators and conductors. Exceptions, like metalloids, may use values that are neither 0 or 1. 
◼ 
sRGB = ffffff Linear RGB = ffffff 
sRGB = 255 Linear RGB = 255 
sRGB = 1 Linear RGB = 1 
Roughness Range
Specular GUIDE
UE4 remaps the normalized 0  1 range to 0  0.08 for specular input. This means UE4’s specular component can have a maximum of 8% for its dielectric F0 reflectance value. (F0 is the reflected light intensity at 0° to the view frustum. The “F” component is Fresnel, which describes varying reflected light strength based on viewing angle.) The formulas below calculate the dielectric F0 reflectance value from IOR, followed by applying a conversion for UE4 specular reflectivity use.
DIELECTRIC F0 REFLECTANCE VALUE FORMULA 
( (1  IOR) / (1 + IOR) )² = Dielectric F0 Reflectance Value (Dielectric F0 Reflectance Value / 0.08) = UE4 Specular Reflectivity Value 
MATERIAL 
COLOR SWATCH 
HEXADECIMAL VALUES 
RGB CHANNEL VALUES 
NORMALIZED VALUES 
Ice 
◼ 
sRGB = 818181 Linear RGB = 383838 
sRGB = 129 Linear RGB = 57 
sRGB = 0.506 Linear RGB = 0.224 
Water 
◼ 
sRGB = 898989 Linear RGB = 404040 
sRGB = 137 Linear RGB = 65 
sRGB = 0.537 Linear RGB = 0.255 
Milk 
◼ 
sRGB = 8f8f8f Linear RGB = 464646 
sRGB = 143 Linear RGB = 71 
sRGB = 0.561 Linear RGB = 0.277 
Skin 
◼ 
sRGB = 9e9e9e Linear RGB = 575757 
sRGB = 158 Linear RGB = 89 
sRGB = 0.62 Linear RGB = 0.35 
Glass 
◼ 
sRGB = bababa Linear RGB = 7d7d7d 
sRGB = 186 Linear RGB = 128 
sRGB = 0.73 Linear RGB = 0.5 
Plastic 
◼ 
sRGB = bababa Linear RGB = 7d7d7d 
sRGB = 186 Linear RGB = 128 
sRGB = 0.73 Linear RGB = 0.5 
Quartz 
◼ 
sRGB = c5c5c5 Linear RGB = 8e8e8e 
sRGB = 197 Linear RGB = 145 
sRGB = 0.773 Linear RGB = 0.57 
Index of Refraction gUIDE
MATERIAL 
INDEX OF REFRACTION 
Air 
Linear Value = 1 
Ice 
Linear Value = 1.31 
Water 
Linear Value = 1.33 
Common Dielectrics 
Linear Value = 1.5 
Glass 
Linear Value = 1.52 
Diamond 
Linear Value = 2.42 
ATTRIBUTE 
DESCRIPTION 
Clear Coat 
Clear Coat layer strength. This should usually be set to 0 or 1. (black or white for a texture map) 
Clear Coat Roughness 
Clear Coat layer roughness attribute. 
Normal 
Clear Coat layer normal attribute. 
Roughness 
Bottom layer roughness attribute. 
ClearCoatBottomNormal 
Bottom layer normal attribute. This node needs to be added, with a normal map connected to it, for dualnormal/multidirectional direct light interaction. 
GRAYS GUIDE
GRAY 
DESCRIPTION 
COLOR SWATCH 
HEXADECIMAL VALUES 
RGB CHANNEL VALUES 
NORMALIZED VALUES 
Neutral Gray 
Neutral gray can be used for texturing. 
◼ 
sRGB = bababa Linear RGB = 7d7d7d 
sRGB = 186 Linear RGB = 128 
sRGB = 0.73 Linear RGB = 0.5 
Middle Gray 
18%gray can be used for lighting tests. 
◼ 
sRGB = 757575 Linear RGB = 2d2d2d 
sRGB = 117 Linear RGB = 46 
sRGB = 0.46 Linear RGB = 0.18 
Gamma Conversion GUIDE
GAMMA CONVERSION 
FORMULAS 
Gamma CorrectiontoLinear RGB 
( Gamma Correction Value ^ (1 / 2.2) ) = Linear RGB Value 
Linear RGBtoGamma Correction 
(Linear RGB Value ^ 2.2) = Gamma Correction Value 
Normalized Gamma CorrectiontoNormalized Linear RGB 
(Normalized Gamma Correction Value ^ 2.2) = Normalized Linear RGB Value (Normalized Linear RGB Value * 255) = Linear RGB Channel Value 
Normalized Linear RGBtoNormalized Gamma Correction 
( Normalized Linear RGB Value ^ (1 / 2.2) ) = Normalized Gamma Correction Value (Normalized Gamma Correction Value * 255) = Gamma Correction Channel Value 
Dielectric ALBEDO VALUES GUIDE
MATERIAL 
COLOR SWATCH 
HEXADECIMAL VALUES 
RGB CHANNEL VALUES 
Forged Iron 
◼ 
sRGB = 3a383b Linear RGB = 0a0a0b 
sRGB = (58, 56, 59) Linear RGB = (10, 9, 10) 
Dark Soil 
◼ 
sRGB = 553d31 Linear RGB = 170b07 
sRGB = (85, 61, 49) Linear RGB = (23, 11, 7) 
Worn Asphalt 
◼ 
sRGB = 5b5b5b Linear RGB = 1a1a1a 
sRGB = (91, 91, 91) Linear RGB = (26, 26, 26) 
Varnished Wood 
◼ 
sRGB = 875c3c Linear RGB = 3e1b0b 
sRGB = (135, 92, 60) Linear RGB = (63, 27, 11) 
Tree Bark 
◼ 
sRGB = 72675b Linear RGB = 2b221a 
sRGB = (114, 103, 91) Linear RGB = (43, 35, 26) 
Green Vegetation 
◼ 
sRGB = 7b824e Linear RGB = 323913 
sRGB = (123, 130, 78) Linear RGB = (51, 58, 19) 
Gray Plaster 
◼ 
sRGB = 818181 Linear RGB = 383838 
sRGB = (129, 129, 129) Linear RGB = (57, 57, 57) 
Brick 
◼ 
sRGB = 947d75 Linear RGB = 4b342d 
sRGB = (148, 125, 117) Linear RGB = (77, 53, 46) 
Old Concrete 
◼ 
sRGB = 878883 Linear RGB = 3e3f3a 
sRGB = (135, 136, 131) Linear RGB = (63, 64, 59) 
Gray Paint 
◼ 
sRGB = a3a3a3 Linear RGB = 5d5d5d 
sRGB = (163, 163, 163) Linear RGB = (95, 95, 95) 
Sand 
◼ 
sRGB = b1a784 Linear RGB = 70623b 
sRGB = (177, 167, 132) Linear RGB = (114, 100, 60) 
Clean Cement 
◼ 
sRGB = c0bfbb Linear RGB = 86857f 
sRGB = (192, 191, 187) Linear RGB = (137, 135, 129) 
Rough Wood 
◼ 
sRGB = e0c7a8 Linear RGB = be9264 
sRGB = (224, 199, 168) Linear RGB = (192, 148, 102) 
Metallic Albedo Values GUIDE
MATERIAL 
COLOR SWATCH 
HEXADECIMAL VALUES 
RGB CHANNEL VALUES 
Gold 
◼ 
sRGB = ffe29b Linear RGB = ffc253 
sRGB = (255, 226, 155) Linear RGB = (255, 196, 85) 
Iron 
◼ 
sRGB = c4c7c7 Linear RGB = 8d9292 
sRGB = (196, 199, 199) Linear RGB = (143, 148, 148) 
Copper 
◼ 
sRGB = fad0c0 Linear RGB = f4a186 
sRGB = (250, 208, 192) Linear RGB = (244, 163, 137) 
Silver 
◼ 
sRGB = fcfaf5 Linear RGB = f9f4e9 
sRGB = (252, 250, 245) Linear RGB = (248, 244, 234) 
Cobalt 
◼ 
sRGB = d3d2cf Linear RGB = a6a49f 
sRGB = (211, 210, 207) Linear RGB = (168, 166, 161) 
Aluminum 
◼ 
sRGB = f5f6f6 Linear RGB = e9ebeb 
sRGB = (245, 246, 246) Linear RGB = (234, 236, 236) 
Titanium 
◼ 
sRGB = c1bab1 Linear RGB = 887d70 
sRGB = (193, 186, 177) Linear RGB = (138, 127, 114) 
Chromium 
◼ 
sRGB = c2c3c3 Linear RGB = 8a8b8b 
sRGB = (194, 195, 195) Linear RGB = (140, 142, 141) 
Platinum 
◼ 
sRGB = d5d0c8 Linear RGB = aaa193 
sRGB = (213, 208, 200) Linear RGB = (172, 163, 149) 
Nickel 
◼ 
sRGB = d3cbbe Linear RGB = a69883 
sRGB = (211, 203, 190) Linear RGB = (168, 154, 133) 
LUMINANCE FORMULA (Y CHANNEL) 
( (0.3 * Normalized R Channel) + (0.59 * Normalized G Channel) + (0.11 * Normalized B Channel) ) = Normalized Luminance Value (Normalized Luminance Value * 255) = Luminance Channel Value 
MATERIAL 
COLOR SWATCH 
HEXADECIMAL VALUES 
RGB CHANNEL VALUES 
NORMALIZED VALUES 
Silver 
◼ 
sRGB = fafafa Linear RGB = f4f4f4 
sRGB = 250 Linear RGB = 244 
sRGB = 0.98 Linear RGB = 0.957 
Aluminum 
◼ 
sRGB = f6f6f6 Linear RGB = ebebeb 
sRGB = 246 Linear RGB = 235 
sRGB = 0.965 Linear RGB = 0.922 
Gold 
◼ 
sRGB = e6e6e6 Linear RGB = cacaca 
sRGB = 230 Linear RGB = 202 
sRGB = 0.902 Linear RGB = 0.792 
Copper 
◼ 
sRGB = d9d9d9 Linear RGB = b1b1b1 
sRGB = 217 Linear RGB = 177 
sRGB = 0.851 Linear RGB = 0.694 
Cobalt 
◼ 
sRGB = d2d2d2 Linear RGB = a4a4a4 
sRGB = 210 Linear RGB = 164 
sRGB = 0.824 Linear RGB = 0.643 
Platinum 
◼ 
sRGB = d0d0d0 Linear RGB = a1a1a1 
sRGB = 208 Linear RGB = 161 
sRGB = 0.816 Linear RGB = 0.631 
Nickel 
◼ 
sRGB = cccccc Linear RGB = 9a9a9a 
sRGB = 204 Linear RGB = 154 
sRGB = 0.8 Linear RGB = 0.604 
Rough Wood 
◼ 
sRGB = cbcbcb Linear RGB = 989898 
sRGB = 203 Linear RGB = 152 
sRGB = 0.796 Linear RGB = 0.596 
Iron 
◼ 
sRGB = c6c6c6 Linear RGB = 909090 
sRGB = 198 Linear RGB = 144 
sRGB = 0.776 Linear RGB = 0.565 
Chromium 
◼ 
sRGB = c3c3c3 Linear RGB = 8b8b8b 
sRGB = 195 Linear RGB = 139 
sRGB = 0.765 Linear RGB = 0.545 
Clean Cement 
◼ 
sRGB = bfbfbf Linear RGB = 858585 
sRGB = 191 Linear RGB = 133 
sRGB = 0.749 Linear RGB = 0.522 
Titanium 
◼ 
sRGB = bbbbbb Linear RGB = 7f7f7f 
sRGB = 187 Linear RGB = 127 
sRGB = 0.733 Linear RGB = 0.498 
Sand 
◼ 
sRGB = a7a7a7 Linear RGB = 626262 
sRGB = 167 Linear RGB = 98 
sRGB = 0.655 Linear RGB = 0.384 
Gray Paint 
◼ 
sRGB = a3a3a3 Linear RGB = 5d5d5d 
sRGB = 163 Linear RGB = 93 
sRGB = 0.639 Linear RGB = 0.365 
Old Concrete 
◼ 
sRGB = 878787 Linear RGB = 3e3e3e 
sRGB = 135 Linear RGB = 62 
sRGB = 0.529 Linear RGB = 0.243 
Brick 
◼ 
sRGB = 828282 Linear RGB = 393939 
sRGB = 130 Linear RGB = 57 
sRGB = 0.51 Linear RGB = 0.224 
Gray Plaster 
◼ 
sRGB = 818181 Linear RGB = 383838 
sRGB = 129 Linear RGB = 56 
sRGB = 0.506 Linear RGB = 0.22 
Green Vegetation 
◼ 
sRGB = 7e7e7e Linear RGB = 353535 
sRGB = 126 Linear RGB = 
sRGB = 0.494 Linear RGB = 0.208 
Tree Bark 
◼ 
sRGB = 686868 Linear RGB = 232323 
sRGB = 104 Linear RGB = 35 
sRGB = 0.408 Linear RGB = 0.137 
Varnished Wood 
◼ 
sRGB = 666666 Linear RGB = 222222 
sRGB = 102 Linear RGB = 34 
sRGB = 0.4 Linear RGB = 0.133 
Worn Asphalt 
◼ 
sRGB = 5a5a5a Linear RGB = 1a1a1a 
sRGB = 90 Linear RGB = 26 
sRGB = 0.353 Linear RGB = 0.102 
Dark Soil 
◼ 
sRGB = 424242 Linear RGB = 0d0d0d 
sRGB = 66 Linear RGB = 13 
sRGB = 0.259 Linear RGB = 0.051 
Forged Iron 
◼ 
sRGB = 383838 Linear RGB = 0a0a0a 
sRGB = 56 Linear RGB = 10 
sRGB = 0.22 Linear RGB = 0.039 
SATURATION FORMULA 
( ((Max(RGB Channel Value)  Min(RGB Channel Value)) / Max(RGB Channel Value)) * 100 ) = Saturation % 
MATERIAL 
COLOR SWATCH 
SATURATION PERCENT 
Varnished Wood 
◼ 
sRGB = 56% Linear RGB = 82% 
Dark Soil 
◼ 
sRGB = 42% Linear RGB = 70% 
Green Vegetation 
◼ 
sRGB = 40% Linear RGB = 67% 
Gold 
◼ 
sRGB = 39% Linear RGB = 67% 
Sand 
◼ 
sRGB = 25% Linear RGB = 47% 
Rough Wood 
◼ 
sRGB = 25% Linear RGB = 47% 
Copper 
◼ 
sRGB = 23% Linear RGB = 45% 
Brick 
◼ 
sRGB = 21% Linear RGB = 40% 
Tree Bark 
◼ 
sRGB = 20% Linear RGB = 40% 
Nickel 
◼ 
sRGB = 10% Linear RGB = 21% 
Titanium 
◼ 
sRGB = 8% Linear RGB = 18% 
Platinum 
◼ 
sRGB = 6% Linear RGB = 14% 
Forged Iron 
◼ 
sRGB = 5% Linear RGB = 9% 
Old Concrete 
◼ 
sRGB = 4% Linear RGB = 8% 
Silver 
◼ 
sRGB = 3% Linear RGB = 6% 
Clean Cement 
◼ 
sRGB = 3% Linear RGB = 5% 
Cobalt 
◼ 
sRGB = 2% Linear RGB = 4% 
Iron 
◼ 
sRGB = 2% Linear RGB = 3% 
Chromium 
◼ 
sRGB = 1% Linear RGB = 1% 
Aluminum 
◼ 
sRGB = 1% Linear RGB = 1% 
Worn Asphalt 
◼ 
sRGB = 0% Linear RGB = 0% 
Gray Plaster 
◼ 
sRGB = 0% Linear RGB = 0% 
Gray Paint 
◼ 
sRGB = 0% Linear RGB = 0% 