PBR Render
Inputs
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Material channel inputs
Multiple material inputs are used to render the material on the geometry:- Base Color
- Normal
- Emissive
- Roughness
- Metallic
- Specular Level
- Height
- Ambient Occlusion
- Opacity Mask
- Anisotropy Level
- Anisotropy Angle
- Translucency
- Scattering Distance Scale
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Lens Dirt Map: Grayscale InputCustom map for dirt on lens, that appears when lens flares are visible.
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Lens Aperture Map: Grayscale InputCan be used to override Bokeh, out-of-focus shape. The more contrasted, the more visible it is. Keep in mind only a circle within the texture is sampled, so any shape has to fit within a circle.
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Background input: Color input
Custom map used as background when the Background Mode parameter is set to Backgroud Input -
Environment Map: Color InputEnviroment map used to calculate lighting. Must be spherically-mapped and in HDR.
Outputs
- Beauty
The final render - Raw Irradiance
The irradiance data of the final render
Alpha: Opacity map - Raw Specular
The specular data of the final render
Alpha: Specular shadow map - Normal World Space
The world space normals data of the final render
Alpha: World space height map - Normal Tangent Space
The tangent space normals data of the final render
Alpha: Tangent space height map - UVs
The UV data of the final render
Alpha: Opacity map
Parameters
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Shape: Sphere, Plane, Cylinder
Sets the shape used for rendering. Custom shapes are not possible. -
Displacement Intensity: 0.0 - 0.5Set the intensity of displacement from height.
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Environment Rotation: 0.0 - 1.0
Rotates the lighting environment. Pre-rotates compared to moving the camera. -
Background Mode: Color, Environment, Ambient, Background Input
Set what is shown in the background. Color is a solid color, Environment is the map you plugged in with an optional blur. Ambient is a very blurred version of the environment. -
Background Color: (Color value)
Only available when Background mode is set to Color. -
Environment Background Blur: 0.0 - 1.0
Only available when Background mode is set to Environment. -
Shape
- Scale: 0.0 - 2.0
Set the scale for the Sphere. - Plane Size: 0.0 - 1.0
Set the scale for the Plane. - Cylinder Radius: 0.0 - 1.0
Set the radius for the Cylinder. - Cylinder Length: 0.0 - 1.0
Set the length for the Cylinder. - Rotation: 0.0 - 1.0
Rotates shape without rotating lighting. - Rotation Direction: 0.0 - 1.0
Sets the axis of rotation in 2D. - Rotation Around Direction: 0.0 - 1.0
Spins shape on the rotation axis. - Shape Position: -1.0 - 1.0
Moves shapes. - UV Tiling: 1.0 - 6.0
Sets the amount of UV-Tiling. - Sphere UV Scale: 0.0 - 4.0
Sets the scale of UV’s on the Sphere. - Plane UV Scale: 1.0 - 4.0
Sets the scale of UV’s on the Plane. - Cylinder UV Scale: 1.0 - 6.0
Sets the scale of UV’s on the Cylinder. - UV Offset: 0.0 - 1.0
Offsets UV’s - Tilt UVs: False/True
Tilts UV’s by 45 degrees for the Sphere.
- Scale: 0.0 - 2.0
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Camera
- Exposure: -4.0 - 4.0
Set camera exposure. - Tone Mapper: Linear, ACES, Filmic Hejl
Set which tone mapping solution to use for the final image. - Camera Mode: Perspective, Orthographic
Switch camera between two projection modes. - Field of View: 0.01 - 100.0
Set camera FOV angle. - Distance: 0.0 - 4.0
Set the distance of the camera from the object center. - Vignette Intensity: 0.0 - 1.0
Set intensity of vignette effect. - Vignette Radius: 0.0 - 1.0
Set radius of the vignette effect. - Screen Position:
Moves the camera around the object, can be changed with a gizmo in the 2D view as well.
- Exposure: -4.0 - 4.0
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Depth of Field
- Aperture Radius : 0.0 - 0.1Sets radius of the aperture. Higher values mean out-of-focus areas get blurrier (bokeh).
- Aperture Blades: 3 - 9
Sets the shape of the bokeh blur. - Aperture Ring: 0.0 - 1.0
Adds an inner gradient to the bokeh shape. - Aperture Difraction: 0.0 - 2.0
Adds chromatic aberration to the bokeh. - Swirly Bokeh: 0.0 - 1.0
Adds a swirl or spinning type of effect to out-of-focus bokeh blur areas. - Focus Mode: Auto, Point
Set if focus is pre-determined or user-set. Point focus lets you move a point in the 2D view to determine the focus distance. - Focus Point:
If focus is set to Point, this lets you move that point. has a 2D view gizmo. - Focus Offset: -0.5 - 0.5
If focus is set to Auto, allows you to shift it back and forth. - Use Custom Aperture Map: False/True
Overrides Aperture settings above and use Aperture map input to determine the bokeh shape. Requires an input.
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Post Effects
- Enable Post Effects: False/True
Toggles all post-effects in the final render. - Bloom Intensity : 0.0 - 2.0Sets strength of the bloom effect.
- Bloom Threshold : 0.0 - 2.0Sets low threshold for bloom to appear.
- Bloom Chroma Shift : 0.0 - 1.0
- Lens Halo Intensity : 0.0 - 1.0Sets intensity for the lens halo effect.
- Lens Flares Intensity : 0.0 - 1.0Sets intensity for the lens flare. Make sure the light from your environment background is in view to properly see this effect.
- Lens Dirt Intensity : 0.0 - 1.0Sets effect of lens dirt map on the Lens flares.
- Enable Post Effects: False/True
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Render Settings
- Diffuse Quality: 16 Samples, 32 Samples, 64 Samples, 128 Samples
Switch between quality levels for the diffuse map. - Diffuse Emissive Mulitplier: 0.0 - 1.0
Controls how much the emissive parts are contributing to the irradiance. - Diffuse Shadow Intensity: 0.0 - 1.0
Controls the intensity of the diffuse shadows. - Specular Dithering: 0.0 - 1.0
Set the amount of dithering for the specular. - Specular Shadow Multiplier: 0.0 - 1.0
Controls the intensity of shadows in the specular reflections. - Opacity Mode Dithered Alpha test, Simple Alpha Blend
Controls the method of applying transparency. The Simple Alpha Blend mode is most visible on uniform backgrounds. - Ambient Occlusion Intensity: 0.0 - 1.0
Sets the intensity of ambient occlusion shadows.
- Diffuse Quality: 16 Samples, 32 Samples, 64 Samples, 128 Samples
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Material Adjustements
- Recompute Normals: False/True
Normals will be recomputed from the height map according to the displacement intensity. - Normal Format: DirectX, OpenGL
Switch between different Normal Map formats (inverts the green channel) - Dielectric F0 Input: Constant Value, Specular Level input
Set what drives F0 values. Specular Level input means it will be driven by an input map. - Dielectric F0: 0.0 - 0.08
If Constant Value is chosen for Dielectric F0 Input, this slider lets you set the global value.
- Recompute Normals: False/True
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Clear Coat
- Enable Clear Coat: False/True
Enables an additional, simple clear coat layer on top of the input material. - Clear Coat Weight: 0.0 - 1.0
Sets intensity or strength of the clearcoat layer. - Clear Coat Specular Level: 0.0 - 1.0
Sets the roughness of the clearcoat layer. - Inherit Normal from Base Layer: False/TrueSet if clearcoat ignores or uses normals from the base material.
- Enable Clear Coat: False/True
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Emissive
- Enable Emissive Lighting True/FalseToggles the diffuse contribution of emissive lighting.
- Emissive Intensity: 0.0 - 10.0
Sets global multiplier for the emissive map.
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Subsurface Scattering
- Enable Subsurface Scattering True/False
Toggles subsurface scattering in the final render.
Note: Subsurface scattering requires the Translucency input value be higher than 0.0 - Scattering Distance 0.0 - 1.0
Adjusts the maximum distance of the scattering effect.
Note: This value is multipled against the Scattering Distance Scale input value per color channel. - Red Shift 0.0 - 1.0
Adjusts the intensity of the Red shift effect in the scattering. - Rayleigh 0.0 - 1.0
Adjusts the intensity of the Rayleigh effect in the scattering.
- Enable Subsurface Scattering True/False
Example Images
All images were generated directly inside of Designer, in the 2D viewport, using materials from the Substance 3D assets library.