The PBR metallic material
PBR material is a standard for every realtime application. NDunes allows to load PBR materials via its PBR panel.
The PBR model
The PBR shading model uses three basic inputs:
- Albedo: the material base color.
- Roughness: how much the material is rough versus glossy.
- Metalness: is it a dielectric material or a metallic material. Usually 0 or 1.
Note:
Because the metallic materials are heavily relying on the reflections, a reflection probe or SSR is recommanded when using them.
Additionnal PBR channels
In addition to the three main channels, we can find two others:
- AO: the ambient occlusion used to lower the lighting in the objects creases.
- Bump: the bump map affects the surface normal of the geometry at the shaded fragment.
- Mask: a mask used to hide some parts of the geometry. For the mask to be used, the masked / double sided option must be activated and an alpha threshold must be set.
Note:
The PBR metallic can't be used to render transparency nor plants with back diffuse and translucency.
The realistic material | Emissive material |