Search is based on keyword.
Ex: "Procedures"
Do not search with natural language
Ex: "How do I write a new procedure?"
Principled BRDF
Control |
Type |
What it does |
Dialog |
Notes |
toggle | Toggles the influence of channels connected to the shader without disconnecting them from the shader input. | Displacement is toggled off by default. | ||
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. |
|
|
Metallic | text field, 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 |
text field, slider |
Controls diffuse shape using a subsurface approximation. |
|
From 0 to 1; defaults to 1. |
Specular |
text field, slider |
Incident specular amount. This is in lieu of an explicit index-of-refraction. |
|
From 0 to 1; defaults to 1. |
Roughness |
text field, slider |
Surface roughness, controls both diffuse and specular response. |
|
From 0 to 1; defaults to .200. |
Specular Tint |
text field, 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 |
text field, 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 |
text field, slider |
An additional grazing component, primarily intended for cloth. |
|
From 0 to 100; defaults to 1.000. |
Sheen Tint |
text field, slider |
Amount to tint sheen towards base color. |
|
|
Clearcoat |
text field, slider |
A second, special-purpose specular lobe. |
|
|
Clearcoat Gloss |
text field, slider |
Controls clearcoat glossiness (0 = a “satin” appearance, 1 = a “gloss” appearance). |
|
|
Ambient Occlusion |
text field, slider |
How much ambient occlusion occurs on the shaded surface. |
|
|
Emissive |
text field, 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 |
text field, 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 |
Displays bump quickly (Fast), accurately (Accurate), or less accurately (Fastest). |
|
While Fastest is very fast, it works better with live procedural layers rather than painted or cached layers. |
Bump |Bump Space |
dropdown |
UV - Normals are calculated relative to the UV coordinates space. World - Normals are calculated relative to the World coordinates space. |
|
By default, Bump Space is set to UV. |
Displacement | Displacement Bias |
text field, 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 |
text field, 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 |
text field |
What the range of displacement is. This setting is multiplied by the Displacement Scale to give the displacement. |
|
|
Displacement | Max Tessellation |
text field, 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. |
|
|
Sorry you didn't find this helpful
Why wasn't this helpful? (check all that apply)
Thanks for your feedback.
If you can't find what you're looking for or you have a workflow question, please try Foundry Support.
If you have any thoughts on how we can improve our learning content, please email the Documentation team using the button below.
Thanks for taking time to give us feedback.