• 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. |
High-Key Lighting |
Bright, low-contrast lighting. |
Low-Key Lighting |
Dark, high-contrast 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) |
1-hour 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) |
High-Pressure 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) |
Low-Pressure 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) |
14-15 |
Before Sunset |
12-14 |
Bright and Cloudy (no shadows) |
13 |
Overcast and Shade with Clear Sunlight |
12 |
Sunset |
11-12 |
After Sunset |
9-11 |
Galleries |
8-11 |
Neon/Bright Signs |
9-10 |
Sport Events and Stage Shows |
8-9 |
Bright Streets, Window Displays, and Office Spaces |
7-8 |
Rainforests |
7 |
Fairs and Amusement Parks |
6-7 |
Home Interiors |
5-7 |
Night Traffic |
5 |
Christmas Lights |
4-5 |
Floodlit Buildings |
3-5 |
Street Lamps and Candle Close-ups |
4 |
Fireworks |
3 |
Lightning |
2 |
Distant, Lit Skylines |
1-2 |
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 | Auto-exposure | HDR Histogram | Pre-exposure | 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, daylight-saving 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 per-light 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 auto-adjustments. (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 auto-adjusts within. By default, it uses cd/m², unless Min/Max EV100 is enabled. |
Speed Up |
Dark-to-light exposure adaption. |
Speed Down |
Light-to-dark exposure adaption. |
Calibration Constant |
Targets an average scene luminance (18%-albedo) and is used for white balancing. |
Note: The Pixel Inspector can analyze pre-exposure values.
MATERIAL |
DESCRIPTION |
Transparent |
Low-absorption and no scattering. |
Translucent |
Low-absorption and high-scattering. |
Opaque |
High-absorption or reflectance and low-scattering. |
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, high-res surface detail with vector directionality data for direct light interaction. |
3 | RGB |
Linear RGB |
AO |
Blocks ambient light. |
1 | Grayscale |
Linear RGB |
Cavity |
Micro-ambient 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 non-metal 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 dual-normal/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 Correction-to-Linear RGB |
( Gamma Correction Value ^ (1 / 2.2) ) = Linear RGB Value |
Linear RGB-to-Gamma Correction |
(Linear RGB Value ^ 2.2) = Gamma Correction Value |
Normalized Gamma Correction-to-Normalized Linear RGB |
(Normalized Gamma Correction Value ^ 2.2) = Normalized Linear RGB Value (Normalized Linear RGB Value * 255) = Linear RGB Channel Value |
Normalized Linear RGB-to-Normalized 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% |