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, or a still image, a video, a compo or any type of other 2D Generator.
Check the Environment Light to easily add overall lighting to your 3D scenes when using the pbr surface renderer.


  • Blending Mode: How this pbr surface gets blended
  • Renderer Depth Settings: Depth-buffer related settings
  • An overall metallic factor
  • An overall roughness factor
  • 3D Colorizer: This is the base color for the material, also known as Base Color or Diffuse
  • 3D Colorizer: How reflective the material looks like. Use a white Uniform for a perfectly reflective material
  • 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
  • 3D Colorizer: The normal map encodes small deformations of the normal direction that are performed on per-pixel basis
  • 3D Colorizer: The emissive light corresponds to auto-illumination: it's emitted from the material whatever the external lighting conditions are
  • 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: