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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