The samples are all in the new default Metallic Standard Shader.
I also have the same set of materials with values measured and set for the Specular Standard Shader; if there’s any demand for them, I’m happy to drop a link to a zip when I’m back in the office!
Awesome asset. Thanks. If there was an ‘in game’ GUI to allow one to switch out the sample pot material, in addition to via the editor, it’d also make for a great demo.
That’s a great idea! I’ll see if we can get a little time to implement that for the next update.
As @Axiomatic said, it gives you a consistent base to check various graphical elements - you can test shaders and material setups under one stable lighting setup, you can see how different skyboxes and cubemaps work in-scene and whether they’ve been exposed or post-processed optimally, you can load in phototextures and check their values against the calibration gradients, you can test image effects and tonemapping settings on a baseline scene setup, etc. there’s probably more uses but those are a few off the top of my head!
HI ! THANK YOU DEEPLY SO MUCH FOR THESE ASSETS !
There are sooo many Different Calibrated materials in this package that is a invaluable resort to do complete entire scenes …
Hey can you please Drop a Link with The Specular Material Calibrated Values ?! Pleasee !!
Specular pbs materials are the most difficult to tweek will be extremely amazing to have them !
Just a note to say that Peet has pushed an update to the package that contains Specular versions as well now. Check the asset store link for updated version shortly, if not now!
Most of the scene elements are there to be used as visual aids for multiple purposes and I’m guessing people may find different uses for each of them.
We plan to have a short video showing some of the ways to use the scene but for now you could see the black grid being used to test shadow directions and distances from light rigs, feed back on lens-based effects such as bulges, lens distortion, aberration, light incidence, etc. It’s also useful as a relatively neutral background to work against. Elements such as the colour wheel provide constant reference values for both texture colours and material colours, regardless of how you set up lighting and skyboxes.
Generally speaking the real use of the scene is to give you the same starting point for each material and effect you make, and give you something consistent to work with. We’re hoping to add more features to the scene over time to make it even more useful, so let us know if there’s anything you feel would be useful!
There is something wrong with the current package (version 1.2, updated Jan 5th) … fails to decompress… When I look at the contents of the .unitypackage file by using ‘tar’ there are extra files named the same as the directories that appear to be causing the issue.
Would it be possible for you to share what OS and beta version are you currently running? I can’t replicate the issue in b18 but there are some strange issues in b17 on both windows and OSX.
I’ll get a zip with the assets and project settings here for you in a moment, if it helps test it.
Here’s a standalone zip of the Shader Calibration Scene’s asset and project settings folders, for anyone currently having issues with the Asset Store package:
Since you are looking for feedback. I just remembered that in University one of the things that helped me the most with understanding materials in rendering was a test scene with roughly 20 materials as examples in different variations. These spheres had a lot of different material types to see how each would be set up in the program (like metals - copper, gold, brass etc. or plastics and glass).
Since the PBR workflow is now getting much closer to the rendering world maybe a few examples with isolated preset valuesmight help people better?