Author Topic: List of reflectance / albedo of common materials  (Read 57507 times)

2014-01-03, 00:29:42

romullus

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I gathered this small list from various sources, so there may be few duplicates or even contradictions. But i think it's nice to have such list handy. Feel free to contribute to this list.

ALBEDO:

New asphalt, 0.04 - 0.05
Black acrylic paint, 0.05
Aged asphalt, 0.1 - 0.12
Conifer Forest, 0.08 - 0.15
Bare soil, 0.17
Deciduous trees, 0.15 - 0.18
"White" asphalt shingle, 0.2
Green grass, 0.25
Aged concrete, 0.2 - 0.3
Desert sand, 0.4
New concrete (traditional), 0.4 - 0.55
Ocean ice, 0.5 - 0.7
New concrete with white portland cement, 0.7 - 0.8
White acrylic paint, 0.8
Fresh snow, 0.8 - 0.9
Water, 0.03 - 1.0

Old/melting snow  0.40 - 0.80
Tundra 0.2

Soil (Dark/Wet) 0.05
Soil (Light/Grey) 0.4
Sand 0.15 - 0.45
Ice (Sea) 0.3 - 0.45
Ice (Glacier) 0.2 - 0.4

white asphalt shingle - 0.2
galvanized steel - 0.24
terra cota tile - 0.28
tar & gravel - 0.33

magnesium oxide - 0.96 [D]
alabaster - 0.92 [D]
polished silver - 0.88-0.93 (S)
white gypsum - 0.85 [D]
fresh snow - 0.75-0.78 [M]
mirror - 0.72-0.85 (S)
matte silver - 0.7 [D-S]
polished aluminum - 0.65-0.75 (S)
polished chrome - 0.6-0.7 (S)
matte aluminum - 0.55-0.6 [D-S]
white paper sheet - 0.6-0.7 [D-S]
melting snow (clean) - 0.6-0.62 [M]
matte chrome - 0.5 [D-S]
plaster - 0.4-0.45 [D]
natural silk fabric - 0.35-0.55 [M]
batten (fresh wood) - 0.35-0.42 [D-S]
face skin - 0.25-0.35 [M]
white dry sand - 0.24-0.32 [D]
yellow clay - 0.16 [D]
batten (old, weathered) 0.12-0.16 [D-S]
white wet sand - 0,11-0.2 [D]
dry asphalt - 0.1-0.18 [M]
black soil (dry) - 0.07-0.08 [D]
wet asphalt - 0.06-0.08 [D-S]
summer foliage - 0.09-0.12 [D-S]
conifer - 0.08-0.12 [D & D-S]
autumn foliage - 0.15-0.3 [D-S]
black soil (wet) - 0.02-0.05 [D-S]
black velvet - 0.01-0.03 [D]

D - diffuse
S - specular
M - mixed

2014-01-03, 20:43:50
Reply #1

Ahmednibo

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2014-01-08, 16:46:00
Reply #2

ikercito

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Thanks! That is very handy. Will have to test it

2014-03-06, 12:11:12
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kengkange

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2014-03-07, 00:00:36
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Juraj Talcik

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I often see people very happy to see these numbers, but honestly, how are you using them ?

At most, these values are measured experimentally, are averaged, and you can't separate a diffuse and reflective property, so there is no straight-forward hocus-focus formula
where you multiply this number with RGB spectrum and put your "result" into Diffuse/Reflective slot. Things just aren't that easy...

At most, it shows there is no pure white or black diffuse, which might be obvious, but even shops like DesignConnected use crazy numbers like pure 255 white for white materials,..then they need to lower 90degree reflectance to some mid-number to compensate for glaring extremities and you end up with odd, washed up material. Another thing, that diffuse is often darker than we might think. But that is as far as I can see this number being useful.

The reflective curve on other hand...that's something.
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2014-03-07, 00:31:08
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Ondra

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I often see people very happy to see these numbers, but honestly, how are you using them ?
Rendering is magic.
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2014-03-07, 00:53:15
Reply #6

Juraj Talcik

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I am more afraid people might just put that straight into diffuse multiplier slot but if so, then ok.
Some of the bro-science I've read on Chaos forum maybe grown on me lately and I am not surprised by anything anymore. After what LWF discussion has spawned 2 years ago,
"physically-based" rendering/shading will be another thing where I expect too many truths to come along.
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2014-03-07, 10:55:19
Reply #7

maru

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We have to listen to Keymaster. And this is where rendering becomes religion. ;)

2014-03-07, 21:09:04
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kengkange

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2014-04-26, 19:19:32
Reply #9

donrisotto

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Still setting up my new workstation but this is handy reference ty

2014-05-26, 14:54:42
Reply #10

vkiuru

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I am more afraid people might just put that straight into diffuse multiplier slot but if so, then ok.
Some of the bro-science I've read on Chaos forum maybe grown on me lately and I am not surprised by anything anymore. After what LWF discussion has spawned 2 years ago,
"physically-based" rendering/shading will be another thing where I expect too many truths to come along.

Ahem.. the LWF discussion first started in 2006 or so ;) it was inverse gamma tricks at the time but the same thing, basically.

EDIT: which makes it even more funny a discussion ;)

2014-09-16, 21:36:52
Reply #11

Alexander Stepanov

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The reflective curve on other hand...that's something.

Could you please explain how can we use these curves in creating materials or give us a helpful link. Is it some kind of map you put in corresponding slot? Thank you.

2014-09-17, 18:20:05
Reply #12

Jahman

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2014-10-16, 12:42:18
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kry

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Thanks a lot!
Sorry for my bad English (с) ecximer
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2018-01-16, 19:00:47
Reply #14

iacdxb

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Very Informative...!

Thanks.
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