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Principled BRDF
Control |
Type |
What it does |
Dialog |
Notes |
Inputs | Base Color |
dropdown |
The surface color, usually supplied by texture maps. |
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Inputs | Metallic |
dropdown |
The metallic-ness (0 = dielectric, 1 = metallic). This is a linear blend between two different models. The metallic model has no diffuse component and also has a tinted incident specular, equal to the base color. |
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Inputs | Subsurface |
dropdown |
Controls diffuse shape using a subsurface approximation. |
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Inputs | Specular | dropdown |
Incident specular amount. This is in lieu of an explicit index-of-refraction. |
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Inputs | Roughness |
dropdown |
Surface roughness, controls both diffuse and specular response. |
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Inputs | Specular Tint |
dropdown |
A concession for artistic control that tints incident specular towards the base color. Grazing specular is still achromatic. |
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Inputs | Anisotropic |
dropdown |
Degree of anisotropy. This controls the aspect ratio of the specular highlight. (0 = isotropic, 1 = maximally anisotropic). |
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Inputs | Sheen |
dropdown |
An additional grazing component, primarily intended for cloth. |
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Inputs | Sheen Tint |
dropdown |
Amount to tint sheen towards base color. |
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Inputs | Clearcoat |
dropdown |
A second, special-purpose specular lobe. |
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This data is used by the vector inspector. |
Inputs | Clearcoat Gloss |
dropdown |
Controls clearcoat glossiness (0 = a “satin” appearance, 1 = a “gloss” appearance). |
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This component is disabled for Ptex channels. |
Inputs | Ambient Occlusion |
dropdown |
The channel controlling the ambient occlusion effect of the shaded surface. Using this input overrides the ambient occlusion values stored on the object (Objects > Ambient Occlusion). |
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Inputs | Emissive Color |
dropdown |
The channel controlling the color of the emissive (glow) qualities on the shaded surface. |
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Inputs | Normal |
dropdown |
The channel used for input as a representation of the surface normals, added to the shaded surface. You must select either a Bump or Normal shader component in the same shader. If you attempt to use both, Normal overrides the Bump shader component. |
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Inputs | Bump |
dropdown |
The channel controlling the bump map to show as a perturbed lighting. |
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Inputs | Vector |
dropdown |
The channel controlling the vector field and resulting vector data from paint on the shaded surface. |
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Inputs | Displacement |
dropdown |
The channel controlling the displacement map and dynamic tessellation to show a more advanced preview of displacement. |
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|
button |
Adds a new channel for the shader component. |
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Metallic | entry box, slider |
The metallic-ness (0 = dielectric, 1 = metallic). This is a linear blend between two different models. The metallic model has no diffuse component and also has a tinted incident specular, equal to the base color. |
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Subsurface |
entry box, slider |
Controls diffuse shape using a subsurface approximation. |
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From 0 to 1; defaults to 1. |
Specular |
entry box, slider |
Incident specular amount. This is in lieu of an explicit index-of-refraction. |
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From 0 to 1; defaults to 1. |
Roughness |
entry box, slider |
Surface roughness, controls both diffuse and specular response. |
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From 0 to 1; defaults to .200. |
Specular Tint |
entry box, slider |
A concession for artistic control that tints incident specular towards the base color. Grazing specular is still achromatic. |
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From 0 to 2; defaults to 1. |
Anisotropic |
entry box, slider |
Degree of anisotropy. This controls the aspect ratio of the specular highlight. (0 = isotropic, 1 = maximally anisotropic). |
|
From 0 to 1; defaults to .200. |
Sheen |
entry box, slider |
An additional grazing component, primarily intended for cloth. |
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From 0 to 100; defaults to 1.000. |
Sheen Tint |
entry box, slider |
Amount to tint sheen towards base color. |
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Clearcoat |
entry box, slider |
A second, special-purpose specular lobe. |
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Clearcoat Gloss |
entry box, slider |
Controls clearcoat glossiness (0 = a “satin” appearance, 1 = a “gloss” appearance). |
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Ambient Occlusion |
entry box, slider |
How much ambient occlusion occurs on the shaded surface. |
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Emissive |
entry box, slider |
How much glow the emissive channel appears to have. |
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IBL Quality |
dropdown |
Performs image-based lighting on the surface of the object. The lower the setting the lower the visible quality but the faster the frame rate. The higher the setting the better the rendered quality, look, and accuracy but the lower the frame rate. |
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Bump | Bump Weight |
entry box, slider |
How much weight the bump map has. Lower values are smaller bumps, higher values are larger and more obvious displacements. |
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From 0 to 10; defaults to 1.000. |
Bump | Bump Mode |
dropdown |
Whether you want bump to be displayed quickly (Fast) or accurately (Accurate). |
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Bump |Bump Space |
dropdown |
UV - Normals are calculated relative to the UV coordinates space. World - Normals are calculated relative to the World coordinates space. |
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By default, Bump Space is set to UV. |
Displacement | Displacement Bias |
entry box, slider |
How much the white or black values are pushed or pulled from the surface. |
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From 0 to 1; defaults to 0.500. |
Displacement | Displacement Scale |
entry box, slider |
How much displacement is applied to the shaded surface. Lower values equal smaller displacement; higher values equal larger and more obvious displacement. |
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From 0 to 1; defaults to 0.500. |
Displacement |Displacement Range |
entry box |
What the range of displacement is. This setting is multiplied by the Displacement Scale to give the displacement. |
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Displacement | Max Tessellation |
entry box, slider |
How many texels the surface is tessellated to. |
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From 1 to 64; defaults to 10. |
Displacement |Perturb Normals |
dropdown |
Selecting yes changes the displacement so that displacement moves the surface but leaves the surface normals as they are. |
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