Mountain Monster Material and Color Bleed AO
UE4 PBR Material Options for Maya
UE4 Custom View Modes
Substance Designer PBR Utility Nodes for UE4
UE4 Neutral Lighting Environment
> PBR Guide Links:
PBR Lighting Guide
UE4 PBR Lighting Guide
UE4 Real-time Ray Tracing Guide
General Texturing Guide
UE4 PBR Material Guide
|
# Imported modules. |
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 = 1 cd*sr/m². |
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. |
Rayleigh Scattering |
Light/smaller particle (air molecules) interactions. This makes the sky blue. |
Mie Scattering |
Light/larger particle (aerosols like dust, pollution, etc.) interactions. |
Umbra |
Area in full shadow. |
Penumbra |
Diffuse shadow area along the umbra's edges. |
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 |
0.26 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 = shutter speed: 1/100, ISO: 100, and aperture: 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 |
Note: UE4 Real-time Ray Tracing Guide section links can be found in the beginning of that guide.
• Directional Light: Represents the sun (It can also be used for the moon.), uses lux values, and has an angular diameter of 0.5357°. (The moon has an angular diameter of 0.545°.) You can apply Light Values Guide and Color Temperature Guide data to Directional Light Intensity/Temperature parameters.
To set/measure the sky's average luminance in cd/m², or nits, sample sky intensity values from midtone areas via the HDR (Eye Adaptation) view mode. Since reading individual pixels can vary, it’s best to average large portions of pixel values first for easier sky analysis. This can be achieved by loading the sky texture into the Texture Properties Editor, lowering its resolution or by increasing its mip level, saving it, and then analyzing the lower-resolution sky in the Level Viewport.
Note: The default light unit can be set in the Project Settings. (Edit > Project Settings > Engine > 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)) |
• IES Light Profiles: Uses physical values, like brightness, falloff, reflective surfaces, light bulb shape, and lens effects, to define light distribution of a particular light source. Their photometric data can be visualized via their Content Browser texture icons or by selecting a light with an assigned IES Light Profile. Point, Spot, and Rect lights support IES Light Profiles.
Note: It is recommended to enable the Extend default luminance range in the Auto Exposure settings attribute to properly view the Sun and Sky actor values. Moreover, extra Directional Light, Sky Light, and/or Sky Atmosphere actors in the scene should be deleted when using the Sun and Sky actor.
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 for GMT. |
North Offset |
Defines north. |
Date and Time |
Sets the time of day/year. Options for this include month, day, daylight-saving time parameters, and solar time. |
Note: In the Texture Editor, you may need to adjust the HDRI’s (the one used for the HDRI Backdrop tool) Maximum Texture Size to match the source file’s resolution, set the Mip Gen Settings to "NoMipmaps," and make sure sRGB is disabled. You can include additional light sources, like a directional light, with the HDRI Backdrop. For greater ambient cubemap reflection quality, adjust the HDRI Backdrop’s inherited Skylight's Cubemap Resolution parameter. Raising the Cubemap Resolution’s value can also help with sharper Skylight shadows when using high-contrast HDRIs, like ones with a sunny sky and no clouds.
• Emissive materials: Uses cd/m2 for pixel luminance. (The HDR (Eye Adaptation) view mode can measure emissive intensity values.) This is utilized by emissive materials (Materials set to Unlit in the Material Editor.) applied to static meshes with their Use Emissive for Static Lighting setting enabled. The Emissive Boost property scales the static light intensity emitted from the emissive material. This can also be achieved by multiplying an emissive texture against a value in the Material Editor. You can apply Light Values Guide and Color Temperature Guide data to emissive values.
• Volumetric Fog can be used by adding an Exponential Height Fog to your scene and enabling its Volumetric Fog option. It’s recommended whenever you are roughing in your scene’s lighting, always start with sun, sky, and fog elements due to their relationship to one another.
Note: The Exponential Height Fog supports a secondary layer of fog parameters (it also works with volumetric fog), which includes Density, Height Falloff, and Height Offset.
• Sky Atmosphere is a physically-based sky/atmosphere for approximated light scattering/absorption exterior effects. It can be used to create different TODs (even dynamically), custom, exotic atmospheres, and ground-to-outer space, atmospheric transitions with planetary curvature. While using the Sky Atmosphere and adjusting the sun's azimuth/zenith angles, the sky color can update via simulated Rayleigh/Mie scattering, atmospheric absorption, and multiscattering of light. (Its Multiscattering attribute should be set to "1," while its Ground Albedo value (if simulating Earth) needs to be "0.4.")
Note: You need at least one directional light (can have up to 2) with its Atmosphere / Fog Sun Light property enabled in order to use the Sky Atmosphere. Moreover, a Sky Light can then be used to capture the atmosphere for ambient lighting.
• For manual control over physical camera attributes, you can use the Post Process Volume’s camera parameters. (Post Process Volume > Lens > Exposure > Metering Mode: Manual) These attributes include Shutter Speed, ISO, Aperture, etc. It’s advised to leave the tonemapper alone unless you're trying to mimic a specific film stock. Further, you can apply Sunny 16 Rule Guide and EV100 Guide data to the Manual Metering Mode.
Note: The Apply Physical Camera Exposure option only affects the Manual setting and needs to be enabled for physical camera exposure (EV100). If it’s disabled, exposure values work linearly with this formula: Exposure = 1/(2^ (EV100 + Exposure Compensation)).
ATTRIBUTE |
DESCRIPTION |
Aperture |
Controls the amount of light that enters the camera via its opening size; it also affects depth of field. |
Shutter Speed |
The length of time film is exposed to light, which determines motion blur intensity. |
ISO |
The camera sensor's sensitivity to light. |
In the Post Process Volume, you can switch the Metering Mode to Auto Exposure Basic (Post Process Volume > Lens > Exposure > Metering Mode: Auto Exposure Basic) and still take advantage of UE4's PBR lighting system. For scenes that contain much higher luminance ranges, it’s recommended to instead use Min/Max EV100 settings (Edit > Project Settings > Engine > Rendering > Default Settings > Extend default luminance range in Auto Exposure settings) for physically-based auto-adjustments. (Min/Max EV100 and Histogram Min/Max EV100 replace the Min/Max Brightness and Histogram Log Min/Max 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) to 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 (should be a faster transition) in f-stops per second. |
Speed Down |
Light-to-dark exposure adaption (should be a slower transition) in f-stops per second. |
ATTRIBUTE |
DESCRIPTION |
1 |
Exposure/curve value list. |
2 |
Focal point meter with nit/lux/EV100 values. |
3 |
Histogram chart. X-axis = Average Scene EV100. Y-axis = Exposure Compensation (Curve). |
Histogram Chart Blue Line |
Target EV100 and average scene exposure. |
Histogram Chart Purple Line |
Current EV100 exposure that moves toward the target exposure. |
Histogram Chart White Line |
Final EV100 exposure after Exposure Compensation and is offset from the current exposure. |
Histogram Chart Left/Right Edges |
Auto-exposure range controlled by Histogram Min/Max settings. |
ATTRIBUTE |
DESCRIPTION |
Exposure Compensation (Settings) |
The Exposure Compensation value. |
Exposure Compensation (Curve) |
The Exposure Compensation Curve's Y-axis value. |
Exposure Compensation (All) |
The Exposure Compensation sum of Exposure Compensation (Settings) and Exposure Compensation (Curve) values. |
Note: An EV100 editor override value of 0 = shutter speed: 1, ISO: 100, and aperture: 1.
Since light calculations occur in linear color space, it’s advised to sometimes view sRGB albedo textures in this format to better understand how base colors impact lighting. (Typically, linear values are darker than sRGB ones.) For example, linear albedo values that appear too dark may not bounce enough light due to its high-absorption properties, thus potentially flattening baked lighting results. Inversely, linear albedo values that are very bright may reflect too much indirect light, creating a scene that could be hard to balance. (Most dielectric albedo colors exist in the sRGB midtones, while a majority of metallic albedo colors reside in the 218-255 sRGB range.) Finally, albedo values that are too saturated may scatter overly-colored bounce light, rendering a potentially undesirable look. You can visit the Albedo Luminance Range section for more information on suggested PBR base color value ranges. Below are other material properties to consider regarding light interactivity.
MATERIAL |
DESCRIPTION |
Transparent |
Low-absorption and no scattering. |
Translucent |
Low-absorption and high-scattering. |
Opaque |
High-absorption or reflectance and low-scattering. |
UE4 uses the ACES Filmic Tonemapper to help map HDR values and wide color gamuts to LDR displays, and to future-proof content. While using the tone mapping function, visuals obtain higher-quality and more realistic results. For instance, as colors become more desaturated the brighter it gets, there's a reduction of flattened highlights, a greater use of contrast range, and shading/color is better preserved. (For comparative purposes, you can enable/disable the ACES Tonemapper by going to the Level Viewport > Show > Post Processing > Tonemapper.) In addition, the Rec.709 color profile is UE4’s default viewing space for LDR displays so that it can match broadcast standards used by console games.
> Section Links: System Requirements | RT Components | Path Tracer | Post Process Volume RT Options | RT Shadow Attributes | General Optimization Tips and Tricks | Console Variables | Denoisers | SSGI | GPU Lightmass
• Windows 10, Build 1809+
• DXR-compatible GPU
• UE 4.22+
• Platforms > Windows > Default RHI > DirectX 12
• Engine > Rendering > Ray Tracing (Support Compute Skincache must also be enabled.)
• The guide below outlines each of the real-time ray tracing (RTRT) components.
RT COMPONENT |
DESCRIPTION |
Global Illumination (RTGI) |
Diffuse component of bounce light. |
Reflections (RTR) |
Specular component of bounce light for whole-scene/inter-reflections. |
Translucency (RTT) |
Reflection, absorption, and refraction properties for transparent surfaces. |
Ambient Occlusion (RTAO) |
Blocked indirect light. |
Shadows |
Soft area shadows. Light size/source angle increases shadow softening over distance. |
Note: When RTGI is enabled, its settings and Denoiser, override the RTAO parameters. In addition, increased RT bounces cost more on performance.
CONSOLE VARIABLE |
DESCRIPTION |
r.RayTracingGlobalIllumination [2] |
Enables Final Gather. |
r.RayTracing.GlobalIllumination.FinalGatherDistance [0-N] |
Suppresses temporal ghosting artifacts. |
For quicker iteration time, the built-in path tracer renders unbaised, progressive, physically-based ground truth reference to compare/validate the real-time, ray traced results. It can be enabled via the Level Viewport > Lit > Path Tracing.
The Post Process Volume contains many high-level parameters to control RT. (Post Process Volume > Details > Rendering Features) You can add more Post Process Volumes to a scene and determine which RT features are important for specific areas, like interior vs exterior spaces. The image below displays the various Post Process Volume RT attributes.
RT COMPONENT |
ATTRIBUTE |
DESCRIPTION |
All |
Samples Per Pixel |
Number of samples per pixel. |
RTGI/RTR/Path Tracer |
Max Bounces |
Maximum number of bounces for light/inter-reflections. |
RTR/RTT |
Type |
Determines if RT or SSR/rasterized translucency is used. |
RTR/RTT |
Max Roughness |
Roughness threshold for RT/rasterized methods. |
RTR/RTT |
Shadows |
Sets reflected shadows to be hard, soft, or disabled. |
RTAO |
Intensity |
RTAO intensity in indirect light. |
RTAO |
Radius |
RTAO spread in UE4 units. |
RTGI |
Enabled |
Enables/disables RTGI. |
RTT |
Max Refraction Rays |
Maximum number of refraction rays. |
RTT |
Refraction |
Toggles RT Translucency. If disabled, rays will not scatter. |
RT Shadow attributes are controlled by light sources.
LIGHT TYPE |
ATTRIBUTE |
DESCRIPTION |
All Lights |
Cast Raytraced Shadow |
Sets the light to use RT Shadows or shadow maps. |
All Lights |
Samples Per Pixel |
Number of samples per pixel for RT Shadows. |
Sun |
Source Angle |
Angular diameter. Smaller angles = sharper shadows. Larger angles = softer shadows. |
Point/Spot |
Source Radius |
Smaller radius = sharper shadows. Larger radius = softer shadows. |
Rect |
Source Width/Height |
Smaller values = sharper shadows. Larger values = softer shadows. |
Rect |
Barn Door Angle/Length |
Shapes/softens shadows. |
• From cheapest to most expensive RT components: shadows, RTAO, RTR, and then RTGI. (Secondary/additional bounces can be more expensive than the first one due to more surface variance interactions.)
• Specific UE4 Stat commands (GPU, FPS, and Unit) can help you understand the hardware impact of a scene’s RT setup. These tools can be found in the Level Viewport > top, left-hand corner dropdown arrow > Stat > Advanced/Engine options.
• For optimization, both RT and lightmap/rasterization techniques can be combined.
• Lights offer RT component overrides for RT Shadows, RTR, and RTGI. These overrides work when RT is globally enabled, and the corresponding RT components are activated via (except for RT Shadows) a Post Process Volume.
• RTGI can be more expensive for interiors (More indoor bounces can occur, while outdoor rays discontinue once they exit the scene toward the sky. Not to mention directly lit areas render faster than indirect spaces, and larger scenes work better for RT than rasterized techniques.) than exteriors. Detailed geometry, or small holes/spaces (Vegetation or fences, for example.), can affect performance. Larger, geometric shapes work better.
• RTR is best suited for glossy reflections for accuracy and its cost can vary greatly based on roughness values. Fully-rough materials are the cheapest (They do not bounce reflection rays. Instead, they rely on cheaper, rasterized reflection techniques.), followed by fully-glossy surfaces (When rays bounce in the same direction, via ray coherency or a lack of ray variance, they become cheaper to calculate.), then near fully-glossy, and finally, roughness values around 0.5 to near fully-rough, being the most expensive. (The more ray traversal variance/noise, the more expensive. Also, rougher surfaces need a large number of rays to properly converge.)
Note: No assigned roughness map/value is more expensive than setting it to a value of 1. By default, UE4 treats the roughness material property with a value of 0.5. And for optimal performance, either fully-rough or fully-glossy values work best for RTR. Additionally, controlling RTR's Max Roughness (Post Process Volume > Details > Rendering Features > Ray Tracing Reflections > Max Roughness) can reduce RTR noise on rougher surfaces and help optimize a scene.
• Shadowing is usually the most expensive reflection component, followed by direct light, and then indirect light/emissive surfaces.
• Like roughness textures, normal maps can impact RT costs due to bounce variance from differing normal pixel values. The more intense/complex/high-frequency the normal map, the more random the light bounces and more expensive RT becomes. In addition, reducing normal map noise can not only help RT performance but it can also decrease flickering RTR. If normal maps are an issue, a RayTracingQualitySwitch node can be used to prevent them from being calculated by RT.
• Minimize RT inter-reflections, as they require multiple bounces. You can use reflection captures to fill in black areas that are beyond the RTR max bounce/reflection distance thresholds. The following cvar can enable/disable this effect: r.RayTracing.Reflections.ReflectionCaptures [0|1].
• If you’re needing sharper RTR, disable the RTR Denoiser since it can soften RTR. The following cvar can enable/disable the RTR Denoiser: r.Reflections.Denoiser [0|1]. If you disable the Denoiser, you may need to increase RTR’s Samples Per Pixel (Post Process Volume > Details > Rendering Features > Ray Tracing Reflections > Samples Per Pixel) to clean up RTR noise. Keep in mind this will impact performance.
The guide below is not designed to be a comprehensive list of all the RT console variables. Instead, it provides a collection of some features to help optimize and control a scene. High-level parameters available in the UI (Post Process Volume, light sources, actors, etc.) are not listed.
Note: [0|1] values are used for each console variable unless stated otherwise.
CONSOLE VARIABLE |
DESCRIPTION |
r.RayTracing.EnableMaterials |
Toggles materials for RT and to test material cost. |
r.RayTracing.Reflections.ScreenPercentage [50|100] |
Changes RTR resolution by a %. |
r.RayTracing.GlobalIllumination.ScreenPercentage [25|50|100] |
Changes RTGI resolution by a %. |
r.RayTracing.GlobalIllumination.EvalSkylight |
Toggles sky light RTGI. |
r.RayTracing.Reflections.MinRayDistance [0-N] |
Min RTR distance. (scene units) Rays that terminate before surface contact sample the sky. |
r.RayTracing.Reflections.MaxRayDistance [0-N] |
Max RTR distance. (scene units) Rays that terminate before surface contact sample the sky. |
r.RayTracing.GlobalIllumination.MaxRayDistance [0-N] |
Max RTGI distance. (scene units) Rays that terminate before surface contact do not contribute. |
r.RayTracing.Reflections.HeightFog |
Toggles Height Fog visibility in RTR. |
r.RayTracing.Shadows.EnableTwoSidedGeometry |
Toggles two-sided geo for RT Shadows. |
r.RayTracing.AmbientOcclusion.EnableTwoSidedGeometry |
Toggles two-sided geo for RTAO. |
r.RayTracing.SkyLight.EnableTwoSidedGeometry |
Toggles two-sided geo for Sky Lights. |
r.RayTracing.DebugForceOpaque |
Toggles alpha masking. |
r.RayTacing.Reflections.SortMaterials |
Sorts RTR rays based on material coherence. There is an overhead cost, so performance may vary. |
r.raytracing.ForceAllRayTracingEffects |
Toggles RT. |
From left to right are examples of the Denoiser and TAA filtering RT samples.
Screen Space Global Illumination (SSGI) is dynamic indirect lighting from the camera's view. Performance cost is moderate and it supports emissive materials. SSGI is designed to be supplemental bounce for baked lighting. However, if it's used as the only GI solution, typical screen space artifacts can become more pronounced.
The comparison below illustrates the limitations of SSGI. In the first image (left), SSGI can be observed in the shadows. Once the camera is rotated, like in the second image (right), parts of surfaces from the first image are not visible anymore. In effect, most SSGI is lost in the shadows.
A Post Process Volume's Indirect Lighting Color/Intensity parameters can be used to modify SSGI. When using SSGI, a Post Process Volume's SSAO settings are disabled. However, SSGI includes SSAO.
Note: [0|1] values are used for each console variable unless stated otherwise.
CONSOLE VARIABLE |
DESCRIPTION |
r.SSGI.Enable |
Toggles on/off SSGI. |
r.SSGI.Quality [0|1|2|3|4] |
Modifies SSGI quality. 0: Turns off SSGI. 1: Ray Steps = 8. Ray Count = 4. 2: Ray Steps = 8. Ray Count = 8. 3: Ray Steps = 8. Ray Count = 16. 4: Ray Steps = 12. Ray Count = 32. |
r.SSGI.HalfRes |
Toggles on/off half-resolution SSGI. |
r.SSGI.MinimumLuminance |
Toggles on/off previous frame color use for higher-quality SSGI. |
• RTRT. (See the RT System Requirements section for details.)
• Enable GPU Lightmass via the Plugins menu. (Edit > Plugins > Editor > GPU Lightmass > check Enabled)
• (optional) Enable virtual texture support and Enable virtual texture lightmaps from the Project Settings (Edit > Project Settings > Rendering > Virtual Textures) for real-time lightmap previewing.
Note: To disable all RT effects and allow more resources for GPU Lightmass, use the following cvar: r.RayTracing.ForceAllRayTracingEffects 0.
AXIS |
ROTATION |
+X |
90° CCW |
-X |
90° CW |
+Y |
180° |
-Y |
No Rotation |
+Z |
No Rotation |
-Z |
No Rotation |
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 |
> Section Links: Albedo Luminance Range | Metallic Range | Roughness Range | Specular Guide | Index of Refraction Guide | Thin Translucent Guide | Clear Coat Guide | Grays Guide | Gamma Conversion Guide | Dielectric Albedo Values Guide | Metallic Albedo Values Guide | Albedo Luminance Guide | Albedo Saturation % Guide
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 |
The comparison below displays the differences between the standard Translucent Shading Model (left) and the Thin Translucent one. (right)
ATTRIBUTE |
SETTING |
Material > Blend Mode |
Translucent |
Material > Shading Model |
Thin Translucent |
Translucency > Lighting Mode |
Surface ForwardShading |
Thin Translucent Material Expression |
Connect a texture/color expression to it. |
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) |
NORMALIZED LUMINANCE FORMULA (Y CHANNEL) |
((0.3 * Normalized R Channel Value) + (0.59 * Normalized G Channel Value) + (0.11 * Normalized B Channel Value)) = Normalized Y Value (Normalized Y Value * 255) = Normalized Y 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 % |
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% |