PBR Surface

3D Renderer  -  Surface Physically-based rendering

PBRSurfaceGeometryRenderer PBRSurfaceGeometryRenderer PBRSurfaceGeometryRenderer PBRSurfaceGeometryRenderer

This renderer will display the surface of your 3d object using Physically-based rendering. In this type of rendering, the material is defined through a standard set of textures named Albedo (Base Color) , Metallic , Roughness , Normal , Emissive and Occlusion and described below.

Each of those textures can either be a UniformTextureGenerator Icon Uniform , or a still image, a video, a compo or any type of other TextureGenerator Icon 2D Generator .

Check the EnvironmentLight Icon Environment Light to easily add overall lighting to your 3D scenes when using the pbr surface renderer.


Variables:

  • Blending Mode: How this pbr surface gets blended
  • Depth Buffer: Depth-buffer related settings
  • Metallic Factor: An overall metallic factor
  • Roughness Factor: An overall roughness factor
  • Albedo: This is the base color for the material, also known as Base Color or Diffuse
  • Metallic: How reflective the material looks like. Use a white UniformTextureGenerator Icon Uniform for a perfectly reflective material
  • Roughness: How much the material spreads the light. When black, the light is not spread at all, when white the light is maximally spread
  • Normal: The normal map encodes small deformations of the normal direction that are performed on per-pixel basis
  • Emissive: The emissive light corresponds to auto-illumination: it’s emitted from the material whatever the external lighting conditions are
  • Occlusion: The ambient occlusion textures enables to darken zones of the 3D objects in order to simulate occlusions due to ambient lighting

Python

    Oil.createObject("PBRSurfaceGeometryRenderer")