Base
Base contains parameters common to the most common visual parameters of real-world materials. The parameters of this component enable modeling the appearance of a large number of materials, both dielectrics (transparent and opaque) and conductors.
Parameter | Description | ||
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Base Color | Defines the overall color of the material. It takes an RGB value in the range [0,1] as a constant or from a texture and applies it to the material. Make sure that a base color texture does not include any lighting effects like shadows or specular highlights, because these effects are simulated by the rendering algorithm. |
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Metallic | Describes the metallicness of the surface. A value of 0.0 denotes a nonmetallic or dielectric surface, a value of 1.0 is used for a metallic surface. Occasionally you may want to use values in between to linearly blend between the two models, for example for rusty metal. Nonmetals are 0, metals are 1. This is a binary decision, a pure material can either be dielectric or metallic. Only if you want to layer, for example, dust onto metal, this parameter is between 0 and 1. ![]() |
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Roughness | Describes the microscopic roughness of the
surface. Smooth and polished surfaces have a low roughness value, rough surfaces have a high value. A perfect mirror has a value of 0. ![]() |
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Normal | Describes the macroscopic structure of the
surface in terms of the normal direction of the tangent space.
This allows you to add details like small bumps and dents without using more polygons. The normal direction is encoded as an RGB value in a texture, where the default normal [0,0,1] is mapped to the color [128,128,255]. Click
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