PBR Material
In addition to the Shade3D Material, PBR Material is now supported.
PBR Material is created based on physical rendering principles. With fewer parameters, we can get photorealism simulation results.
While it is necessary to understand the interaction between each parameter in the previous Shade3D Material settings, the PBR Material settings in accordance with the Roughness/Metallic Workflow provide realistic results with a minimum of knowledge.
- Use previous Surface Material in ver.20
- It can be used as before.
- It is possible to use both Shade3D Material and PBR Material in the same scene.
- Convert existing Surface Material to PBR Material
- Not supported. It is required to create new PBR material.
Basic | Standard | Professional |
---|---|---|
- | - | O |
Usage
Create
- Select Aggregate Window > Surface > Create > Create PBR Material.
- The PBR Material setting items are displayed.
- Select Create PBR Material as Master
- Select Create Shade3D Material or Create Shade3D Material as Master to create a traditional material.
Parameter
- Base Color
- Default 90% gray
- Material base color.
- Affects non-metal Diffuse, Transparency, and metal Specular.
- gray 0% / 25% / 50% / 75% / 100%(from left)
- Metallic
- 0.0 - 1.0
- Based on physical rendering, non-metal is 0.0 and metal is 1.0.
- Set the appropriate value to get the texture you want.
- Set Metallic as 1.0 to Base Color.
- Roughness
- 0.0 - 1.0
- Surface roughness
- Set the smoothness and roughness of the surface regardless of non-metal or metal.
- Different from Shade3D Material roughness, it will also be reflected in Ray Tracing(Draft).
- Base Color 90% Roughness 0.0 / 0.25 / 0.50 / 0.75/ 1.0(from left)
- Specular 90% gray Metallic 1.0 Roughness 0.0 / 0.25 / 0.50 / 0.75/ 1.0(from left)
- IOC/Specular
- IOC:1.0 - / Specular:0.0 -(switch with pop-up menu)
- Non-Metal IOC, Specular
- Switch with pop-up menu.
- Specular 90% gray Transparency 1.0 IOC 1.05 / 1.10 / 1.33 / 1.55(from left)
- Transparency
- 0.0 - 1.0
- Transparency about material
- Increasing Transparency reduces diffuse reflection of non-metals and specular reflection of metal.
- Transparency is not reflected for metals.
- Specular 90% gray Transparency 0.0 / 0.25 / 0.50 / 0.75/ 1.0(from left)
- Emissive
- Emissive
- Default 100% white
- This is the color that is added without being affected by the light source or surrounding environment.
- By setting the value to 1.0 or above, you can express strong light emission.
- Base Color 90% gray Emissive 0.0 / 0.25 / 0.50 / 0.75/ 1.0(from left)
Each parameter in Mapping
- Base Color
- Metallic
- Roughness
- Specular
- Transparency
- Emissive
In addition, there are two more factors in Mapping(Occlusion and Normal).
- Normal
- Use Normal to control surface direction and express bumps and bruises
- Occlusion
- Use Occlusion to control the effect from indirect energy(from white to black) and express grayscale image.
- Left: without Occlusion / Right: with Occlusion
Note
Unsupported items in Advanced Shading dialog for Surface
- No Shading
- Smoother Shading
- Multiply Diffuse by Ambient
- Black Key Mask
- White Key Mask
- Local Coordinates
- Pseudo Caustics
Toon Renderer and Wireframe Renderer
- Plug-in Renderers are not supported.
- PBR Material is rendered as Shade3D Material.
Radiosity
- Radiosity is not supported.
Importer
- Imported as Shade3D Material.
Exporter
- Exported as Shade3D Material.