> For the complete documentation index, see [llms.txt](https://docs.incari.com/incari-studio/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.incari.com/incari-studio/2022.1/modules/material-editor/pbr-model.md).

# Default PBR Model

This model represents a material that provides a more realistic quality to objects, using physically based rendering. It allows for selecting and editing:

* `Environment Mapping`
* `Normal Mapping`
* `Albedo Texture`, `Color`, and `Blending`
* `Specular Color`
* as well as adjusting `Metalicness`, `Shadow Senstivity`, and `Roughness`.

All these **Attributes** are described in greater detail below.

![](/files/U2GuuZ25Jijwi2QrFypV)

## Attributes

### Material

![Material](/files/dsyxGT7cBSW6PiZAFHnA)

This **Attribute** provides the `Name` of the **Material** as well as the `Shading model` type. It also sets the `Alpha` value if it is toggled on.

The `Alpha` channel is additional to the RGB channels and adds a kind of transparency to the object by mixing the background and foreground colors. For example, if the `Alpha` value is set to 0.5, then this would result in a 50% mix of the object and its background, providing a somewhat see-through quality.

### Environment Map

![Environment Map](/files/t87L0Vfj9JKduvqNbAFg)

This enables the user to set a `Texture` which reflects the environment around an **Object**, meaning that the **Object** reflects the surface surrounding it (whether that be the background, another **Object**, or both combined.).

`U offset (deg)` sets the beginning of the image of the provided `Texture` to be "delayed" in the x or direction, moving it from left to right. The resulting "cut off" piece wraps around to the start of the image.

### Normals

![Normals](/files/FZaXaXqsYhebe8SFWVH7)

A normal is a line perpendicular to the surface of some object. *Normal mapping* distorts these normals and simulates a surface with light and shadow, even if the object surface itself is flat. This is only possible with a light source. The `Normal Map` sets this surface and `Use Normal Map` toggles it on and off.

### Environment Map

![Environment Map](/files/HOxSAhgzl94ePqkhopnt)

This enables the user to set a `Texture` which reflects the environment around an object, meaning that the object reflects the surface surrounding it (whether that be the background, another object, or both combined.).

`V offset (deg)` sets the beginning of the image of the provided `Texture` to be "delayed" in the y or direction, moving it from bottom to top. The resulting "cut off" piece wraps around to the start of the image.

### Albedo

![Albedo](/files/ieulav8nbynpV1odBsMO)

`Color` of `Albedo` sets the base diffuse color of the model.

`Texture` takes any image to add any desired visual information.

Using `Blending`, the `Texture` and `Color` are combined. If `Blending` is set to 1 then 100% of the `Texture` is displayed on the **Object**. If 0.5, then it displays a 50/50 ratio of `Texture` and `Color`.

### Specular

![Specular](/files/kn1Fs4CeaSpbRMFLNt2c)

`Specular` is the point of reflection of the light source. `Color` sets the color of it.

### Tweak

![Tweak](/files/0kz8cdgHDiJ1ttCx9MBI)

`Metallic` determines how much the surface simulates a metal-like quality, appearing shinier and harder or rougher and duller.

`Shadow sensitivity` determines the percentage of influence by the shadow. For example, a 1 would set an **Object's** surface to completely black. 0.5 would mean that even if the **Object** is in shadow, it would still have 50% of its color.

### Tweak

![Tweak](/files/RCTnBGZHKrtTYB7iA4Ji)

`Roughness` determines how rough an object is, limiting or strengthening reflectivity.
