Shade3D Help (Contents)

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

  1. Select Aggregate Window > Surface > Create > Create PBR Material.
  2. The PBR Material setting items are displayed.

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

Toon Renderer and Wireframe Renderer

Radiosity

Importer

Exporter

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