> 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/modules/material-editor/pbr-model.md).

# 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/iDWLEsfdEnOzq6M7r1kL)

## Attributes

### Material

![Material](/files/I0B8nOSST6I8Ogn7k4kL)

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/TuQhBSw45KPyZJ0mp2cO)

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](https://www.youtube.com/watch?v=7axPpWTcFrw).

### Normals

![Normals](/files/HHhO9yj51ERDdu4hom1g)

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](/files/OjfZZ97fCIdIFICt59Nq)

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

`Albedo Map` 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/c48JmtAtVjfIlgfvTphC)

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

### Tweak

![Tweak](/files/On7I8MaygzFYLMAnrKdy)

`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.

`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.

### 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
* `Metallic`: metallic
* `Roughness`: roughness
* `Shadow Sensitivity`: shadow\_sensitivity
