{"id":16389,"date":"2024-11-03T01:29:09","date_gmt":"2024-11-03T05:29:09","guid":{"rendered":"https:\/\/www.sceneri.com\/?post_type=sceneri-pro-docs&p=16389"},"modified":"2024-11-03T01:41:49","modified_gmt":"2024-11-03T06:41:49","slug":"physically-based-textures","status":"publish","type":"sceneri-pro-docs","link":"https:\/\/www.sceneri.com\/sceneri-pro-docs\/introduction\/content-creation\/physically-based-textures\/","title":{"rendered":"Physically-based Textures"},"content":{"rendered":"
Physically Based Rendering (PBR) materials are essential for achieving realistic visuals in 3D environments. PBR relies on specific texture maps that simulate real-world lighting interactions with surfaces, allowing materials to respond naturally under different lighting conditions. This guide covers the steps and textures needed to create PBR materials for use in Sceneri, focusing on four main texture types: Albedo<\/strong>, Roughness<\/strong>, Metallicity<\/strong>, and Normal Map<\/strong>.<\/p>\n<\/div>\n<\/div> Before creating textures, it\u2019s helpful to understand the basic principles of PBR. PBR materials aim to replicate how surfaces reflect light. These materials use various maps to define properties such as color, reflectivity, and surface detail, which together create a realistic look.<\/p>\n In Sceneri, the following texture maps are supported for PBR materials:<\/p>\n Each texture type provides specific data for the material\u2019s interaction with light, allowing the final result to closely resemble real-world materials.<\/p>\n<\/div>\n<\/div> The Albedo<\/strong> map represents the base color of the material without any lighting or shading information. It does not contain shadows or highlights, as these are simulated by the rendering engine based on the light in the scene.<\/p>\n The Roughness<\/strong> map defines the smoothness or roughness of a surface. It controls how much light scatters when it hits the surface, affecting how reflective the material appears. A higher roughness value makes the surface appear more matte, while a lower roughness value makes it look shinier.<\/p>\n The Metallicity<\/strong> map indicates whether a surface is metallic or non-metallic (dielectric). This map determines how the surface interacts with light in terms of reflectivity and color absorption.<\/p>\n The Normal Map<\/strong> simulates fine surface details, such as bumps or dents, without increasing the polygon count. By modifying the way light interacts with the surface, normal maps create the illusion of depth.<\/p>\n By following these steps, you\u2019ll be able to create realistic, physically based materials that enhance the appearance of assets in Sceneri. Properly configured PBR textures will ensure your materials respond naturally to lighting, providing an immersive and visually engaging experience in your scenes.<\/p>\n<\/div>\n<\/div><\/div><\/div><\/div><\/div>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":251212454,"featured_media":0,"parent":16356,"menu_order":0,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"sceneri-docs-tag":[],"class_list":["post-16389","sceneri-pro-docs","type-sceneri-pro-docs","status-publish","format-standard","hentry"],"acf":[],"yoast_head":"\nUnderstanding the PBR Workflow<\/h3>\n
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Creating Each Texture Type<\/h3>\n
Albedo (Base Color)<\/h4>\n
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Roughness Map<\/h4>\n
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Metallicity (Metallic)<\/h4>\n
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Normal Map<\/h4>\n
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Tips for Optimizing PBR Textures<\/h3>\n
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