Contact Support

Principled BRDF

Control

Type

What it does

Dialog

Notes

Inputs | Base Color

dropdown

The surface color, usually supplied by texture maps.

 

 

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.

 

 

Inputs | Subsurface

dropdown

Controls diffuse shape using a subsurface approximation.

 

 

Inputs | Specular dropdown

Incident specular amount. This is in lieu of an explicit index-of-refraction.

   

Inputs | Roughness

dropdown

Surface roughness, controls both diffuse and specular response.

 

 

Inputs | Specular Tint

dropdown

A concession for artistic control that tints incident specular towards the base color. Grazing specular is still achromatic.

 

 

Inputs | Anisotropic

dropdown

Degree of anisotropy. This controls the aspect ratio of the specular highlight. (0 = isotropic, 1 = maximally anisotropic).

 

 

Inputs | Sheen

dropdown

An additional grazing component, primarily intended for cloth.

 

 

Inputs | Sheen Tint

dropdown

Amount to tint sheen towards base color.

 

 

Inputs | Clearcoat

dropdown

A second, special-purpose specular lobe.

 

This data is used by the vector inspector.

Inputs | Clearcoat Gloss

dropdown

Controls clearcoat glossiness (0 = a “satin” appearance, 1 = a “gloss” appearance).

 

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).

 

 

Inputs | Emissive Color

dropdown

The channel controlling the color of the emissive (glow) qualities on the shaded surface.

 

 

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.

 

 

Inputs | Bump

dropdown

The channel controlling the bump map to show as a perturbed lighting.

 

 

Inputs | Vector

dropdown

The channel controlling the vector field and resulting vector data from paint on the shaded surface.

 

 

Inputs | Displacement

dropdown

The channel controlling the displacement map and dynamic tessellation to show a more advanced preview of displacement.

 

 

button

Adds a new channel for the shader component.

Add Channel Dialog

 

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.

   

Subsurface

entry box, slider

Controls diffuse shape using a subsurface approximation.

 

From 0 to 1; defaults to 1.

Specular

entry box, slider

Incident specular amount. This is in lieu of an explicit index-of-refraction.

 

From 0 to 1; defaults to 1.

Roughness

entry box, slider

Surface roughness, controls both diffuse and specular response.

 

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.

 

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.

 

From 0 to 100; defaults to 1.000.

Sheen Tint

entry box, slider

Amount to tint sheen towards base color.

 

 

Clearcoat

entry box, slider

A second, special-purpose specular lobe.

 

 

Clearcoat Gloss

entry box, slider

Controls clearcoat glossiness (0 = a “satin” appearance, 1 = a “gloss” appearance).

 

 

Ambient Occlusion

entry box, slider

How much ambient occlusion occurs on the shaded surface.

 

 

Emissive

entry box, slider

How much glow the emissive channel appears to have.

 

 

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.

 

 

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.

 

From 0 to 10; defaults to 1.000.

Bump | Bump Mode

dropdown

Whether you want bump to be displayed quickly (Fast) or accurately (Accurate).

 

 

Bump |Bump Space

dropdown

UV - Normals are calculated relative to the UV coordinates space.
The UV Bump Space mode is the more traditional approach but can lead to noticeable seams and color variations.

World - Normals are calculated relative to the World coordinates space.
Using the World Bump Space mode gives a more seamless result.

 

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.

 

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.

 

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.

 

 

Displacement | Max Tessellation

entry box, slider

How many texels the surface is tessellated to.

 

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.