Monday, April 23, 2018

Technical talk: achieving PBR safe values in Photoshop


I usually use this old blog to dump scribbles from a long time ago (too long ago - yikes) But today I thought I'd add some technical talk about Physically Based Rendering.
Too often texture artists (myself included) make things very dark - and less often, very bright) Especially after staring at a light-emitting screen with eyes and irises that are made to compensate for long periods of brightness.

Here I'm illustrating a method of clamping values into the PBR safe ranges via Photoshop, however, you can use this approach in any system that allows for ordered level adjustments.

Substance Designer includes a PBR Safe Range node now, but it is still important to balance contrast through levels (or a similar approach) before simply clamping ranges.