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PbrMaterial Op

Ops.Gl.Pbr.PbrMaterial


PbrMaterial

PBR/Physical Based Rendering Material for realistic materials


summary (oneliner)

Can be used with Ops.Gl.Pbr.PbrEnvironmentLight for image based lighting or with standard Lights found in the op library.

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.



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Inputs

render (Trigger)

Diffuse Color

R (Number)

amount of red


G (Number)

amount of green


B (Number)

amount of blue


A (Number)

opacity of material. Use Alpha Mode to change how this value is used.


Shader Parameters

Roughness (Number)

roughness of the surface


Metalness (Number)

blend F0 between 0.04 and albedo by this value


Alpha Mode index (integer /Number)

material opacity mode


Tonemapping

Tonemapping index (integer /Number)

tone mapping modes


Exposure (Number)

adjust exposure used for tonemapping


Advanced Shader Parameters

Disable geometric roughness (boolean /Number)

don't automatically introduce roughness calculated from screen-space geometry density


Use roughness from normal map (boolean /Number)

calculate screen-space roughness from normals on top of geometric roughness


Use Vertex Colours (boolean /Number)

enable vertex colours then select their purpose


Vertex Colour Mode index (integer /Number)

when using vertex colours, assign their purpose here


Height Intensity (Number)

influence of heighmap texture


Faster heightmapping (boolean /Number)

toggle to use less precise but more efficient method


Use Clear Coat (boolean /Number)

add a thick dielectric layer to your material. This layer will ignore the normal map.


Clear Coat Roughness (Number)

dielectric layer roughness amount


Lighting

IBL LUT (Object)

generally auto set by PBR Environment


Diffuse Irradiance (Object)

generally auto set by PBR Environment


Pre-filtered envmap (Object)

generally auto set by PBR Environment


Num mip levels (integer /Number)

generally auto set by PBR Environment


Textures

Albedo (Object)

sRGB


AORM (Object)

linear bt.709, R: ambient occlusion, G: roughness, B: metalness


Normal map (Object)

linear bt.709, +Y, TS per vertex


Height (Object)

HeightMap input, uses the red channel for height information


Lightmap (Object)

Lightmap input


Lighting

Diffuse Intensity (Number)

diffuse intensity when using PBR Environment


Specular Intensity (Number)

Specular intensity when using PBR Environment


Lightmap is RGBE (boolean /Number)

toggle if your lightmap is an RGBE format texture


Lightmap Intensity (Number)

intensity of lightmap texture


Outputs

Next (Trigger)

Shader (Object)

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PBR Material Example

Open Example In Editor


Youtube Video Tutorial

Patches using PbrMaterial

Changelog


created op
2022-01-19 - amajesticseaflapflap

Ops.Dev.PbrMaterial renamed to Ops.Gl.Pbr.PbrMaterial
2022-02-07 - pandur