Extended PBR Model

This model offers more attributes than the PBR Model. It allows for selecting and editing:

  • Environment

  • Normal Mapping

  • Albedo Texture, Color, and Blending

  • Specular Color

  • and several aspects of Occlusion Metallic Roughness.

All these Attributes are described in greater detail below.

Attributes

Material

Material

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

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.).

Initially, there is only the Attribute Overwrite Env. which is toggled off by default. If it is toggled on, all of the other Attributes are revealed.

Environment Map is the desired Texture to be used (a equirectangular or cubemap Texture of type PNG, JPG, EXR, or HDR).

Tint provides the color of the tint. The Texture’s RGB channels (not alpha) are then multiplied by the chosen tint.

Exposure determines how bright the Texture should be with a value from 0 to infinity.

Rotation 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. Its range is from 0 degrees to 360 degrees.

Tilt 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. Its range is from -90 degrees to 90 degrees.

Projection Height is where the ‘point of visualization’ starts. If set to 50%, this would be halfway from the bottom of the image and it would display upwards from there. To see a visual example of this, please refer to the video linked here.

Normals

Normals

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.

Albedo

Albedo

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

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

Occlusion Metallic Roughness

Occlusion Metallic Roughness

Use Occlusion toggles occlusion on and off.

Occlusion Map sets an image for occlusion. Occlusion itself delivers shadow properties. Considering the RGB channels, Occlusion only uses the red channel (keep this in mind when making Texture files). Even without a light source, the Texture will show up as a shadow and light on the Object, simulating a bright side and dark side. Occlusion makes it possible for the user to make a texture for an Object that simulates another Object throwing a shadow on the first Object.

Use Met. Rough. toggles metallic roughness on and off.

Met. Rough. Map sets an image for metallic roughness to contribute to the overall texture of the metallic material.

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

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

Property Names

It is possible to hover over each Attribute and access their property names to be used in code or Nodes. A complete list of these names is as follows:

  • Use Alpha: use_alpha

  • Alpha: alpha

  • Overwrite Env.: env_overwrite

  • Environment Map: environment_map

  • Tint: env_tint

  • Exposure: env_exposure

  • Rotation: env_rotate

  • Tilt: env_tilt

  • Projection Height: env_projection_height

  • Use Normal Map: use_normal_map

  • Normal Map: normal_map

  • Albedo Map: albedo_map

  • Color (Albedo): albedo_color

  • Blending: albedo_map_blending

  • Color (Specular): specular_color

  • Use Occlusion: use_occlusion_map

  • Occlusion Map: occlusion_map

  • Use Met. Rough.: use_metallic_roughness_map

  • Met. Rough. Map: metallic_roughness_map

  • Metallic: metallic

  • Rougness: roughness

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