Extended PBR Model
Last updated
Last updated
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.
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.
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.
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.
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
is the point of reflection of the light source. Color
sets the color of it.
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.
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