Physically Based Rendering Encyclopedia - https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit
The above link covers most of the other materials I have read and listed below but it's also worth reading the rest as it may cover different tools and techniques in your own workflow.
Physically Based Rendering in Substance - https://www.youtube.com/watch?v=LP7HgIMv4Qo
Allegorithmic PBR Guide Playlist - https://www.youtube.com/watch?v=mnJ8NjLRmLk&list=PLB0wXHrWAmCwwpWr5aZ1lf0wY3IcWJAjE
Texture Maps Explained - PBR Workflow - https://www.youtube.com/watch?v=PjGCtnEDDeU
Physically Based Texturing - https://www.youtube.com/watch?v=Tt30zzBQb3w
Tutorial: Physically Based Rendering, And You Can Too! - http://www.marmoset.co/toolbag/learn/pbr-practice
Basic Theory of Physically-Based Rendering - https://www.marmoset.co/toolbag/learn/pbr-theory
Tutorial: PBR Texture Conversion - http://www.marmoset.co/toolbag/learn/pbr-conversion
Allegorithmic - The Comprehensive PBR Guide - https://www.allegorithmic.com/pbr-guide
Physically Based Materials (Unreal Engine 4 documentation) - https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html
PBR Texturing Techniques - http://quixel.se/dev/issue03
Textures
gametextures.com
Offers a library of ready to use maps for use in a PBR workflow. Although not free, at the time of writing they do offer a 14 day free trial which includes 75 or 200 material downloads which is very generous and helps you get started with this new workflow and for $19 and $30 per month after that it seems like a fair deal.
Tools
gametextures.com workflow converter - https://www.gametextures.com/gametextures-to-metalness-a-new-tool-to-convert-workflows/
gametextures.com drag and drop Substance system - https://www.gametextures.com/how-to-import-gametextures-substances-into-ue4-and-unity-5/
The website now offers downloads of substances which can be quickly imported into Unreal Engine and Unity via drag and drop.
Need to create extra texture maps?
If you have a normal map then NDo has a built in feature to take a normal map and output a variety of different maps including AO, height, specular and cavity - http://quixel.se/usermanual/quixelsuite/doku.php?id=convertmenu
For the workflow converter you will also need a gloss map. These are easy enough to produce and this video shows the basic procedure - How to create a gloss map from a diffuse map https://www.youtube.com/watch?v=OKdUIm3i_jc
Workflow Tips
Albedo map creation
Manual process using Photoshop
How to Make an Albedo Texture from a Diffuse Texture - https://www.youtube.com/watch?v=KKQZN3eoKUo
Process steps:
- open diffuse map
- create a duplicate layer of the diffuse map. ensure the new layer is above the original
- fully desaturate (CTRL + U or add an adjustment layer) the duplicated layer to create a cavity map
- invert (CTRL + I) the duplicated layer, so that dark areas now show as light
- change blending mode of the duplicated layer to Soft Light
- make any changes to saturation etc of original map (if required)
- using the luminosity values chart below select the value most appropriate to the type of material
- open the histogram and ensure the expanded view is selected by clicking the arrow and four lines in the top right of the window and set Channel to Luminosity in the drop down
- take note of the median value
- adjust the levels (CTRL + L or add an adjustment layer) of the original map (or the overall new texture) so that the median level comes close to the luminosity value from the chart
Semi-automated process using ShaderMap
Creating an Albedo Map from a Photographic Texture - http://shadermaptutorials.com/tutorial/creating-an-albedo-map-from-a-photographic-texture/
Luminosity value guidelines
Luminosity value guidelines
Material Linear value sRGB value photoshop source median value Brushed Metal 0.02 0.16 [2] Charcoal 0.04 0.22 [1] Fresh asphalt 0.04 0.22 [1] Rubber 0.04 0.23 [2] Black acrylic paint 0.05 0.25 [3] Coal 0.05 0.25 [2] Leaves 0.05 0.26 [2] Rust 0.06 0.27 [2] Plastic (glossy) 0.10 0.36 [2] Painted metal 0.12 0.38 [2] Rough steel 0.13 0.40 [2] Worn asphalt 0.12 0.38 [1] 0.15 0.42 [3] African tanned skin 0.15 0.42 [3] Bare soil 0.17 0.44 112 [1] Dirt 0.17 0.45 115 [2] Plastic (rough) 0.19 0.48 [2] Brick/Concrete 0.23 0.51 [2] Dry clay soil 0.23 0.51 [3] Mud 0.23 0.52 [2] Green grass 0.25 0.53 [1][3] Plaster 0.25 0.54 [2] Canvas 0.27 0.56 [2] Old concrete 0.30 0.57 [3] Wood 0.31 0.59 [2] Red clay tile 0.33 0.60 [3] Rock 0.33 0.61 [2] Desert sand 0.40 0.65 [1][3] Satin 0.43 0.69 [2] New concrete 0.50 0.72 [3] New concrete 0.55 0.76 [1] Clean cement 0.55 0.76 [3] Ceramic 0.57 0.78 [2] Ocean Ice 0.50–0.70 0.73-0.85 [1] White cement 0.70 0.85 [3] White acrylic paint 0.80 0.90 [3] Fresh snow 0.80–0.90 0.90-0.95 [1][3]
some values converted using https://docs.google.com/spreadsheets/d/1KcHvNFqQA8Y7xyjMTuuQgMTT3bB6lvNpTgpsU1MmDjs/edit#gid=0
Sources:
[1] https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/
[2] http://www.marmoset.co/toolbag/learn/pbr-practice
[3] https://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/
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