Nodes > Main > PBR ( Lighting )
Uses Physically Based Rendering (PBR) to calculate a lighting based color output.
Inputs
Name | Type | Description |
---|---|---|
Albedo | color | Base color of the surface |
Opacity | float | Surface visibility ranging from 0 (invisible) to 1 (fully visible) |
Normal ( Tangent Space ) | color | Normal direction in tangent space. Can be connected to a normal map |
Emissive | color | Self illumination color. Added to the final output regardless of lighting |
Metallic | float | Metallic value of the surface, ranging from 0 to 1 |
Roughness | float | Roughness of the surface, ranging from 0 to 1 |
AO | color | Ambient occlusion color |
Specular AO | color | Specular ambient occlusion color |
Outputs
Name | Type | Description |
---|---|---|
Color | color | Final color output |
Properties
Name | Type | Description |
---|---|---|
Mode | dropdown | Choose whether to use Diffuse lighting, Specular lighting, or both |
Normal Space | dropdown | Choose if normals are in World space or Tangent space |
Tone Mapping | bool | If enabled, Tone Mapping is applied to the output color |
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