PBR Surface

3D Renderer - Surface Physically-based rendering

This renderer will display the surface of your 3d object using Physically-based rendering. In this type of rendering, the material is defined through a standard set of textures named Albedo (Base Color) , Metallic , Roughness , Normal , Emissive and Occlusion and described below.
Each of those textures can either be a Uniform Generate a solid, uniform image, filled with a unique color Read More , or a still image, a video, a compo or any type of other 2D Generator The part of a 2D layer that generates the image Read More .
Check the Environment Light Ambient illumination based on an environment map Read More to easily add overall lighting to your 3D scenes when using the pbr surface renderer.

Parameters

  • Blending Mode (Blending Mode) : How this pbr surface gets blended
  • Depth Buffer (Renderer Depth Settings) : Depth-buffer related settings
  • Metallic Factor (Percentage) : An overall metallic factor
  • Roughness Factor (Percentage) : An overall roughness factor
  • Albedo (3D Colorizer) : This is the base color for the material, also known as Base Color or Diffuse
  • Metallic (3D Colorizer) : How reflective the material looks like. Use a white Uniform Generate a solid, uniform image, filled with a unique color Read More for a perfectly reflective material
  • Roughness (3D Colorizer) : How much the material spreads the light. When black, the light is not spread at all, when white the light is maximally spread
  • Normal (3D Colorizer) : The normal map encodes small deformations of the normal direction that are performed on per-pixel basis
  • Emissive (3D Colorizer) : The emissive light corresponds to auto-illumination: it's emitted from the material whatever the external lighting conditions are
  • Occlusion (3D Colorizer) : The ambient occlusion textures enables to darken zones of the 3D objects in order to simulate occlusions due to ambient lighting

See Also: