DONTNOD Physically based rendering chart for Unreal Engine 4

Sébastien Lagarde

With permission of Dontnod entertainmenhttp://www.dont-nod.com/

I get the permission from Dontnod entertainment to release the graphic chart I, Sophie Van de Velde (Lead environment) and Laurent Harduin (Lighter) made for the artists to help them with the physically based rendering (PBR) workflow present in the Unreal engine 4. This chart is an updated version of the previous chart I post on this blog DONTNOT specular and glossiness chart.

To save the chart, just right clik and chose save link target as… The chart is a PNG file.

DontnodGraphicChartForUnrealEngine4

(Real world pictures courtesy of Andrea Weidlich from “Exploring the potential of layerer BRDF models” siggraph asia 2009)

The chart has been design for Dontnod team and with Unreal engine 4 convention for textures based on the Disney “principled” BRDF use in the Unreal engine 4 [1]. The chart is use as predefined value that the artist color pick and use…

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