PBR Material
Creates a material that reacts to light the way real surfaces do.
Outputs
| Name | Type | Description |
|---|---|---|
| Material Output | Material | The material, ready to be given to a mesh. |
Inputs
| Name | Type | Description |
|---|---|---|
| Base Color Texture | Texture | The color of the surface, multiplied with the base color. |
| Metallic Roughness Texture | Texture | Roughness in the green channel and metalness in the blue channel, multiplied with the two values. |
| Normal Texture | Texture | A normal map that adds small bumps and dents to the surface without changing the mesh. |
| Occlusion Texture | Texture | In the red channel, how much of the surrounding light reaches each point, darkening creases and corners. |
| Emissive Texture | Texture | The light the surface gives off itself, multiplied with the emissive color. |
Parameters
| Name | Type | Description |
|---|---|---|
| Base Color | Color | The color of the surface, or a tint for the base color texture. |
| Metallic | Float | How metallic the surface is, from 0 for plastic, wood or stone to 1 for metal. |
| Roughness | Float | How rough the surface is, from 0 for a mirror finish to 1 for fully matte. |
| Normal Scale | Float | How strongly the normal map shows. 0 turns it off. |
| Occlusion Strength | Float | How strongly the occlusion texture darkens the surface, from 0 for not at all to 1 for fully. |
| Emissive | Color | The color the surface glows with on its own, or a tint for the emissive texture. Black glows not at all. |
| Alpha Mode | Enum | What the alpha of the base color does.Choices: Opaque, Mask, Blend |
| Alpha Cutoff | Float | Below this alpha a pixel is not drawn at all. Only used in Mask mode. |
| Double Sided | Bool | Whether the back of each face is drawn too. |
PBR Material describes a surface for lighting. PBR stands for physically based rendering, which means the surface reacts to light in the way real materials do: a rough surface spreads reflections out, a smooth one keeps them sharp, and a metal reflects its surroundings in its own color. The material is given to a mesh with Set Material, and the mesh carries it to the renderer.
Every property has a value and a texture. Without a texture the value applies to the whole surface. With a texture the value multiplies the texture, so a white base color shows the texture as it is and a colored one tints it. The textures follow the glTF layout, which is the common one: roughness sits in the green channel and metalness in the blue channel of the same texture, and occlusion in the red channel. Textures made for glTF models work as they are.
The base color is the main color of the surface. For plastic, wood or stone it is the color you see. For metal it is the color of the reflections. Roughness runs from a polished mirror at 0 to a chalky matte at 1. Emissive is light the surface gives off on its own, so it shows even in the dark. It does not light up other surfaces.
The alpha mode says what the alpha of the base color does. Opaque ignores it and the surface is solid. Mask cuts holes: every pixel with an alpha below the cutoff is left out, and the rest are fully solid, which is right for leaves or fences. Blend makes the surface see-through by its alpha, like glass or smoke. With Double Sided off only the front of each face is drawn, which is right for closed shapes. Turn it on for open shapes such as a single sheet, so it shows from both sides.
Keywords: physically based, shading, metallic, roughness, normal map, occlusion, emissive, gltf, surface