Extended PBR Model
This model offers more attributes than the PBR Model. It allows for selecting and editing:
Environment
Normal Mapping
Albedo Texture
,Color
, andBlending
Specular Color
and several aspects of
Occlusion Metallic Roughness
.
All these Attributes are described in greater detail below.
![](https://docs.incari.com/~gitbook/image?url=https%3A%2F%2F4267723012-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FOEts3pBau6LMamSYhGZp%252Fuploads%252Fgit-blob-796f11e24cad141b64122f44e4f6ed276f6f44ef%252Fextendedpbrmaterialmat1.png%3Falt%3Dmedia&width=768&dpr=4&quality=100&sign=b476aea5&sv=1)
Attributes
Material
![](https://docs.incari.com/~gitbook/image?url=https%3A%2F%2F4267723012-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FOEts3pBau6LMamSYhGZp%252Fuploads%252Fgit-blob-26d4dacde88cc416a4c240b0634ecdbb33e9c4cb%252Fextendedpbrmat2.png%3Falt%3Dmedia&width=768&dpr=4&quality=100&sign=5018ee5a&sv=1)
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
![](https://docs.incari.com/~gitbook/image?url=https%3A%2F%2F4267723012-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FOEts3pBau6LMamSYhGZp%252Fuploads%252Fgit-blob-885ce51b85f44b804d84382dd6cf5dd0eb0d4f9e%252Fextendedpbrmaterial3.png%3Falt%3Dmedia&width=768&dpr=4&quality=100&sign=a5345b49&sv=1)
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.).
The two types of offset allow the beginning of the image on the provided Texture
to be "delayed" in either the x or y direction. The resulting "cut off" piece wraps around to the start of the image.
U offset (deg)
moves the image from left to right (X-axis) and V offset (deg)
moves the image from bottom to top (Y-axis).
Normals
![](https://docs.incari.com/~gitbook/image?url=https%3A%2F%2F4267723012-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FOEts3pBau6LMamSYhGZp%252Fuploads%252Fgit-blob-7780c73437adbf0ee52ea477774b24fccbbcb44f%252Fextendedpbrmaterial4.png%3Falt%3Dmedia&width=768&dpr=4&quality=100&sign=68b56090&sv=1)
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
![](https://docs.incari.com/~gitbook/image?url=https%3A%2F%2F4267723012-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FOEts3pBau6LMamSYhGZp%252Fuploads%252Fgit-blob-e2d4b469f9134cb25e42941edcce269bbb8efd3a%252Fextendedpbrmaterial5.png%3Falt%3Dmedia&width=768&dpr=4&quality=100&sign=3215c89d&sv=1)
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
![](https://docs.incari.com/~gitbook/image?url=https%3A%2F%2F4267723012-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FOEts3pBau6LMamSYhGZp%252Fuploads%252Fgit-blob-185a4fe7321a170516d3953681a803c836995f87%252Fextendedpbrmaterial6.png%3Falt%3Dmedia&width=768&dpr=4&quality=100&sign=8427ddab&sv=1)
Specular
is the point of reflection of the light source. Color
sets the color of it.
Occlusion Metallic Roughness
![](https://docs.incari.com/~gitbook/image?url=https%3A%2F%2F4267723012-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FOEts3pBau6LMamSYhGZp%252Fuploads%252Fgit-blob-3336b01d9c51cea2d5d2c95475ffe67e17e58146%252Fextendedpbrmaterial7.png%3Falt%3Dmedia&width=768&dpr=4&quality=100&sign=ee40035e&sv=1)
Use Occlusion
toggles occlusion on and off.
Occlusion Texture
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. Text...
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.
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