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IBLMaterial
Ops.Gl.Shader.IBLMaterial_v3
image based lighting material using cubemaps

summary (oneliner)

The IBL material op has a lot of options for applying materials to models.
Some tips :

  • Make sure your mesh uses triangles and not quads, otherwise normals may be incorrect.
  • Try out the example lightmap textures which are included in the cables files for different lighting and reflection cubemap textures. It's also possible to build your own, check the example file.
  • Enable Fresnel to get a metallic kind of lighting from a few points on your model.

Credits:
Used with a creative commons license :
https://creativecommons.org/licenses/by/4.0/

Model downloaded from :
https://sketchfab.com/3d-models/space-maintenance-robot-a612ed4feea14fc390beeb3a47943054

Model created by :
https://sketchfab.com/norbyscook
https://www.behance.net/norbyscook

doc

issues

youtube id

collections

related ops

Inputs

render (Trigger)

Trigger in


Lightmap (Object)

Lightmap. Texture in, check the example files for light maps


Diffuse (Object)

The objects diffuse/albedo texture


Reflection

Reflection Cubemap (Object)

Reflection Lightmap. Texture in, check the example files for light maps


Reflection Amount (Number)

The amount of reflection to be added to the material


Reflection Mask (Object)

Reflection mask. Affects reflection amount


SampleRotation (Number)

Used to seamlessly rotate the lightmap and reflection Cubemap


Roughness

Roughness (Number)

Amount of blur applied to refelction


Roughness Map (Object)

Roughness texture in. Defines reflection blur with texture.


Normals

Screenspace Normals (boolean Number)

Enable screen space normals


Normal Map (Object)

Normal map. texture in.


Normal Intensity (Number)

Amount of normals to use


Normal Flip (boolean Number)

If normals seem incorrect enable flip to reverse direction.


AO Map

AO (Object)

Ambient occlusion. texture in.


AO Intensity (Number)

Amount of AO added to the material. Lower numbers normally work best.


Opacity Map (Object)

Opacity. Texture in. Can be used for transparent qualities like Glass.


Opacity Source Channel (string Number)

Defines if RED, ALPHA or LUMINANCE is used to get the opacity information.


Opacity (Number)

Overall opacity of material.


Fresnel

Fresnel (boolean Number)

Enable fresnel lighting


Amount (Number)

Amount of Fresnel to apply, lower numbers work best


Width (Number)

the width of the fresnel effect


Exponent (Number)

The exponent, works with negative numbers as well


r (Number)

Red color amount of the Fresnel light


g (Number)

Green color amount of the Fresnel light


b (Number)

Blue color amount of the Fresnel light


Texture Transform

Repeat X (Number)

Repeat all textures of material on the X axis


Repeat Y (Number)

Repeat all textures of material on the Y axis


Offset X (Number)

Offset of textures on the X axis


Offset Y (Number)

Offset of textures on the Y axis


Transform Opacity (boolean Number)

Outputs

trigger (Trigger)

Trigger out


Shader (Object)

Shader/Material out


Caught a mistake or want to contribute to the documentation?

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IBL Material:
Op example patch is not public domain!


Credits


Examples using IBLMaterial_v3

Public Patches using IBLMaterial_v3