“The list should be helpful for every material artist who work on PBR materials as it contains over 200 color values measured with PCE-RGB2 1002 Color Spectrometer device and presented in linear and sRGB (2.2) gamma space.
All color values, HUE and Saturation in this list come from measurements taken with PCE-RGB2 1002 Color Spectrometer device and are presented in linear and sRGB (2.2) gamma space (more info at the end of this video) I calculated Relative Luminance and Luminance values based on captured color using my own equation which takes color based luminance perception into consideration. Bare in mind that there is no ‘one’ color per substance as nothing in nature is even 100% uniform and any value in +/-10% range from these should be considered as correct one. Therefore this list should be always considered as a color reference for material’s albedos, not ulitimate and absolute truth.“
The way humans see the world… until we have a way to describe something, even something so fundamental as a colour, we may not even notice that something it’s there.
Ancient languages didn’t have a word for blue — not Greek, not Chinese, not Japanese, not Hebrew, not Icelandic cultures. And without a word for the colour, there’s evidence that they may not have seen it at all. https://www.wnycstudios.org/story/211119-colors
Every language first had a word for black and for white, or dark and light. The next word for a colour to come into existence — in every language studied around the world — was red, the colour of blood and wine. After red, historically, yellow appears, and later, green (though in a couple of languages, yellow and green switch places). The last of these colours to appear in every language is blue.
The only ancient culture to develop a word for blue was the Egyptians — and as it happens, they were also the only culture that had a way to produce a blue dye. https://mymodernmet.com/shades-of-blue-color-history/
True blue hues are rare in the natural world because synthesizing pigments that absorb longer-wavelength light (reds and yellows) while reflecting shorter-wavelength blue light requires exceptionally elaborate molecular structures—biochemical feats that most plants and animals simply don’t undertake.
When you gaze at a blueberry’s deep blue surface, you’re actually seeing structural coloration rather than a true blue pigment. A fine, waxy bloom on the berry’s skin contains nanostructures that preferentially scatter blue and violet light, giving the fruit its signature blue sheen even though its inherent pigment is reddish.
Similarly, many of nature’s most striking blues—like those of blue jays and morpho butterflies—arise not from blue pigments but from microscopic architectures in feathers or wing scales. These tiny ridges and air pockets manipulate incoming light so that blue wavelengths emerge most prominently, creating vivid, angle-dependent colors through scattering rather than pigment alone.
In the retina, photoreceptors, bipolar cells, and horizontal cells work together to process visual information before it reaches the brain. Here’s how each cell type contributes to vision:
Colour is an open-source Python package providing a comprehensive number of algorithms and datasets for colour science. It is freely available under the BSD-3-Clause terms.
This 2025 I decided to start learning how to code, so I installed Visual Studio and I started looking into C++. After days of watching tutorials and guides about the basics of C++ and programming, I decided to make something physics-related. I started with a dot that fell to the ground and then I wanted to simulate gravitational attraction, so I made 2 circles attracting each other. I thought it was really cool to see something I made with code actually work, so I kept building on top of that small, basic program. And here we are after roughly 8 months of learning programming. This is Galaxy Engine, and it is a simulation software I have been making ever since I started my learning journey. It currently can simulate gravity, dark matter, galaxies, the Big Bang, temperature, fluid dynamics, breakable solids, planetary interactions, etc. The program can run many tens of thousands of particles in real time on the CPU thanks to the Barnes-Hut algorithm, mixed with Morton curves. It also includes its own PBR 2D path tracer with BVH optimizations. The path tracer can simulate a bunch of stuff like diffuse lighting, specular reflections, refraction, internal reflection, fresnel, emission, dispersion, roughness, IOR, nested IOR and more! I tried to make the path tracer closer to traditional 3D render engines like V-Ray. I honestly never imagined I would go this far with programming, and it has been an amazing learning experience so far. I think that mixing this knowledge with my 3D knowledge can unlock countless new possibilities. In case you are curious about Galaxy Engine, I made it completely free and Open-Source so that anyone can build and compile it locally! You can find the source code inGitHub
When collecting hdri make sure the data supports basic metadata, such as:
Iso
Aperture
Exposure time or shutter time
Color temperature
Color space Exposure value (what the sensor receives of the sun intensity in lux)
7+ brackets (with 5 or 6 being the perceived balanced exposure)
In image processing, computer graphics, and photography, high dynamic range imaging (HDRI or just HDR) is a set of techniques that allow a greater dynamic range of luminances (a Photometry measure of the luminous intensity per unit area of light travelling in a given direction. It describes the amount of light that passes through or is emitted from a particular area, and falls within a given solid angle) between the lightest and darkest areas of an image than standard digital imaging techniques or photographic methods. This wider dynamic range allows HDR images to represent more accurately the wide range of intensity levels found in real scenes ranging from direct sunlight to faint starlight and to the deepest shadows.
The two main sources of HDR imagery are computer renderings and merging of multiple photographs, which in turn are known as low dynamic range (LDR) or standard dynamic range (SDR) images. Tone Mapping (Look-up) techniques, which reduce overall contrast to facilitate display of HDR images on devices with lower dynamic range, can be applied to produce images with preserved or exaggerated local contrast for artistic effect. Photography
In photography, dynamic range is measured in Exposure Values (in photography, exposure value denotes all combinations of camera shutter speed and relative aperture that give the same exposure. The concept was developed in Germany in the 1950s) differences or stops, between the brightest and darkest parts of the image that show detail. An increase of one EV or one stop is a doubling of the amount of light.
The human response to brightness is well approximated by a Steven’s power law, which over a reasonable range is close to logarithmic, as described by the Weber�Fechner law, which is one reason that logarithmic measures of light intensity are often used as well.
HDR is short for High Dynamic Range. It’s a term used to describe an image which contains a greater exposure range than the “black” to “white” that 8 or 16-bit integer formats (JPEG, TIFF, PNG) can describe. Whereas these Low Dynamic Range images (LDR) can hold perhaps 8 to 10 f-stops of image information, HDR images can describe beyond 30 stops and stored in 32 bit images.
Note. The Median Cut algorithm is typically used for color quantization, which involves reducing the number of colors in an image while preserving its visual quality. It doesn’t directly provide a way to identify the brightest areas in an image. However, if you’re interested in identifying the brightest areas, you might want to look into other methods like thresholding, histogram analysis, or edge detection, through openCV for example.
Bella works in spectral space, allowing effects such as BSDF wavelength dependency, diffraction, or atmosphere to be modeled far more accurately than in color space.
import math,sys
def Exposure2Intensity(exposure):
exp = float(exposure)
result = math.pow(2,exp)
print(result)
Exposure2Intensity(0)
def Intensity2Exposure(intensity):
inarg = float(intensity)
if inarg == 0:
print("Exposure of zero intensity is undefined.")
return
if inarg < 1e-323:
inarg = max(inarg, 1e-323)
print("Exposure of negative intensities is undefined. Clamping to a very small value instead (1e-323)")
result = math.log(inarg, 2)
print(result)
Intensity2Exposure(0.1)
Why Exposure?
Exposure is a stop value that multiplies the intensity by 2 to the power of the stop. Increasing exposure by 1 results in double the amount of light.
Artists think in “stops.” Doubling or halving brightness is easy math and common in grading and look-dev. Exposure counts doublings in whole stops:
+1 stop = ×2 brightness
−1 stop = ×0.5 brightness
This gives perceptually even controls across both bright and dark values.
Why Intensity?
Intensity is linear. It’s what render engines and compositors expect when:
Summing values
Averaging pixels
Multiplying or filtering pixel data
Use intensity when you need the actual math on pixel/light data.
Formulas (from your Python)
Intensity from exposure: intensity = 2**exposure
Exposure from intensity: exposure = log₂(intensity)
Guardrails:
Intensity must be > 0 to compute exposure.
If intensity = 0 → exposure is undefined.
Clamp tiny values (e.g. 1e−323) before using log₂.
Use Exposure (stops) when…
You want artist-friendly sliders (−5…+5 stops)
Adjusting look-dev or grading in even stops
Matching plates with quick ±1 stop tweaks
Tweening brightness changes smoothly across ranges
Use Intensity (linear) when…
Storing raw pixel/light values
Multiplying textures or lights by a gain
Performing sums, averages, and filters
Feeding values to render engines expecting linear data
Examples
+2 stops → 2**2 = 4.0 (×4)
+1 stop → 2**1 = 2.0 (×2)
0 stop → 2**0 = 1.0 (×1)
−1 stop → 2**(−1) = 0.5 (×0.5)
−2 stops → 2**(−2) = 0.25 (×0.25)
Intensity 0.1 → exposure = log₂(0.1) ≈ −3.32
Rule of thumb
Think in stops (exposure) for controls and matching. Compute in linear (intensity) for rendering and math.
If you have no previous experience with Unity, start with these six video tutorials which give a quick overview of the Unity interface and some important features http://unity3d.com/support/documentation/video/
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