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Version: 4.55.1

Nodes > Main > PBR ( Lighting )

PBR ( Lighting )

Uses Physically Based Rendering (PBR) to calculate a lighting based color output.

Inputs

NameTypeDescription
AlbedocolorBase color of the surface
OpacityfloatSurface visibility ranging from 0 (invisible) to 1 (fully visible)
Normal ( Tangent Space )colorNormal direction in tangent space. Can be connected to a normal map
EmissivecolorSelf illumination color. Added to the final output regardless of lighting
MetallicfloatMetallic value of the surface, ranging from 0 to 1
RoughnessfloatRoughness of the surface, ranging from 0 to 1
AOcolorAmbient occlusion color
Specular AOcolorSpecular ambient occlusion color

Outputs

NameTypeDescription
ColorcolorFinal color output

Properties

NameTypeDescription
ModedropdownChoose whether to use Diffuse lighting, Specular lighting, or both
Normal SpacedropdownChoose if normals are in World space or Tangent space
Tone MappingboolIf enabled, Tone Mapping is applied to the output color
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