PbrMaterial Op
PBR/Physical Based Rendering Material for realistic materials
Summary (oneliner)
<p>Can be used with <a href="/op/Ops.Gl.Pbr.PbrEnvironmentLight">Ops.Gl.Pbr.PbrEnvironmentLight</a> for image based lighting or with standard Lights found in the op library. </p> <p>You can drive the settings for your Ambient Occlusion, Roughness and Metalness (AORM or ARM textures) with a single texture or manually adjust the global setting. You can also try compositing an AORM texture in an Image Compose with additive RGB color channels. </p>
- Ops.Gl.Pbr.PbrMaterial
- Core Op - Official cables op
- MIT
Documentation (markdown)
Issues
Example patch id
Youtube ids (comma seperated)
Op Licence
Caniuse query
Example Patch GLTF Helmet
gltf/pbr example helmet
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/DamagedHelmet
Youtube Video Tutorial
INPUT PORTS
Diffuse Color
<p>amount of red</p>
<p>amount of green</p>
<p>amount of blue</p>
<p>opacity of material. Use Alpha Mode to change how this value is used.</p>
Shader Parameters
<p>roughness of the surface</p>
<p>blend F0 between 0.04 and albedo by this value</p>
<i>integer</i>
) Opaque Masked Dithered Blend<p>material opacity mode</p>
Clear Coat
<i>boolean</i>
)<p>add a thick dielectric layer to your material. This layer will ignore the normal map.</p>
<p>dielectric layer roughness amount</p>
<i>boolean</i>
)Thin Film Iridescence
<i>boolean</i>
)Tonemapping
<i>integer</i>
) sRGB HejiDawson Photographic<p>tone mapping modes</p>
<p>adjust exposure used for tonemapping</p>
Advanced Shader Parameters
<i>boolean</i>
)<p>don't automatically introduce roughness calculated from screen-space geometry density</p>
<i>boolean</i>
)<p>calculate screen-space roughness from normals on top of geometric roughness</p>
<i>boolean</i>
)<p>enable vertex colours then select their purpose</p>
<i>integer</i>
) colour AORM AO R M lightmap<p>when using vertex colours, assign their purpose here</p>
<p>influence of heighmap texture</p>
<i>boolean</i>
)<p>toggle to use less precise but more efficient method</p>
<i>boolean</i>
)Lighting
<p>generally auto set by PBR Environment</p>
<p>generally auto set by PBR Environment</p>
<p>generally auto set by PBR Environment</p>
<i>integer</i>
)<p>generally auto set by PBR Environment</p>
Textures
<p>sRGB</p>
<p>linear bt.709, R: ambient occlusion, G: roughness, B: metalness</p>
<p>linear bt.709, +Y, TS per vertex</p>
<p>HeightMap input, uses the red channel for height information</p>
<p>Lightmap input</p>
Lighting
<p>diffuse intensity when using PBR Environment</p>
<p>Specular intensity when using PBR Environment</p>
<i>boolean</i>
)<p>toggle if your lightmap is an RGBE format texture</p>
<p>intensity of lightmap texture</p>
OUTPUT PORTS
Patches using PbrMaterial
Changelog
new | created op | amajesticseaflapflap - 2022-01-19 14:34 |
feature | Added toggle for double sided, which will flip normals when the face is not front-facing | pandur - 2024-09-05 18:26 |