PbrMaterial Op

PbrMaterial

PBR/Physical Based Rendering Material for realistic materials


<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>


Full Name
  • Ops.Gl.Pbr.PbrMaterial
Visibility
  • Core Op - Official cables op
License
  • MIT
AuthorgithubTest PatchesCredits



INPUT PORTS


render (Trigger)

Diffuse Color

R (Number)

<p>amount of red</p>

G (Number)

<p>amount of green</p>

B (Number)

<p>amount of blue</p>

A (Number)

<p>opacity of material. Use Alpha Mode to change how this value is used.</p>

Shader Parameters

Roughness (Number)

<p>roughness of the surface</p>

Metalness (Number)

<p>blend F0 between 0.04 and albedo by this value</p>

Alpha Mode index (Number:

<i>integer</i>

)
 Opaque  Masked  Dithered  Blend 

<p>material opacity mode</p>

Clear Coat

Use Clear Coat (Number:

<i>boolean</i>

)

<p>add a thick dielectric layer to your material. This layer will ignore the normal map.</p>

Clear Coat Intensity (Number)
Clear Coat Roughness (Number)

<p>dielectric layer roughness amount</p>

Use Normal map for Clear Coat (Number:

<i>boolean</i>

)

Clear Coat Normal map (Object:texture)

Thin Film Iridescence

Use Thin Film (Number:

<i>boolean</i>

)

Thin Film Intensity (Number)
Thin Film IOR (Number)
Thin Film Thickness (nm) (Number)
Thickness Tex Min (Number)
Thickness Tex Max (Number)

Tonemapping

Tonemapping index (Number:

<i>integer</i>

)
 sRGB  HejiDawson  Photographic 

<p>tone mapping modes</p>

Exposure (Number)

<p>adjust exposure used for tonemapping</p>

Advanced Shader Parameters

Emission Intensity (Number)
Disable geometric roughness (Number:

<i>boolean</i>

)

<p>don&#39;t automatically introduce roughness calculated from screen-space geometry density</p>

Use roughness from normal map (Number:

<i>boolean</i>

)

<p>calculate screen-space roughness from normals on top of geometric roughness</p>

Use Vertex Colours (Number:

<i>boolean</i>

)

<p>enable vertex colours then select their purpose</p>

Vertex Colour Mode index (Number:

<i>integer</i>

)
 colour  AORM  AO  R  M  lightmap 

<p>when using vertex colours, assign their purpose here</p>

Height Intensity (Number)

<p>influence of heighmap texture</p>

Faster heightmapping (Number:

<i>boolean</i>

)

<p>toggle to use less precise but more efficient method</p>

Double Sided (Number:

<i>boolean</i>

)

Lighting

IBL LUT (Object:texture)

<p>generally auto set by PBR Environment</p>

Diffuse Irradiance (Object:texture)

<p>generally auto set by PBR Environment</p>

Pre-filtered envmap (Object:texture)

<p>generally auto set by PBR Environment</p>

Num mip levels (Number:

<i>integer</i>

)

<p>generally auto set by PBR Environment</p>

Textures

Albedo (Object:texture)

<p>sRGB</p>

AORM (Object:texture)

<p>linear bt.709, R: ambient occlusion, G: roughness, B: metalness</p>

Normal map (Object:texture)

<p>linear bt.709, +Y, TS per vertex</p>

Emission (Object:texture)
Height (Object:texture)

<p>HeightMap input, uses the red channel for height information</p>

Lightmap (Object:texture)

<p>Lightmap input</p>

Thin Film (Object:texture)

Lighting

Diffuse Intensity (Number)

<p>diffuse intensity when using PBR Environment</p>

Specular Intensity (Number)

<p>Specular intensity when using PBR Environment</p>

Lightmap is RGBE (Number:

<i>boolean</i>

)

<p>toggle if your lightmap is an RGBE format texture</p>

Lightmap Intensity (Number)

<p>intensity of lightmap texture</p>

OUTPUT PORTS


Next (Trigger)
Shader (Object)

Patches using PbrMaterial

  • Examples
  • Public
  • My Patches

Changelog


newcreated opuser avataramajesticseaflapflap - 2022-01-19 14:34
featureAdded toggle for double sided, which will flip normals when the face is not front-facing user avatarpandur - 2024-09-05 18:26