I’m trying to find a way to use the data recorded from a gloss meter or spectrometer when creating materials. Our client often provides us with this data and while we can eye-ball it, it’d be helpful to have some sort of correlation.
For example, a soft-touch/rubberize surface has a gloss reading of about 5gu (gloss units), a satin finish plastic or bead blast anodized aluminum has a reading of 17gu. By eye we find this to the soft-touch to be about 0.6 reflective glossiness, satin plastic closer to 0.75, but with the different in conditions before holding a small sample chip and our shader ball that’s just a baseline guess.
I’ve looked all over for information on this and have come up empty.