Contents

PBR Surface (RealityKit)

A surface shader that defines properties for a RealityKit Physically Based Rendering material.

Parameter Types

Parameter descriptions

Base Color

The base display color of the surface. The color of an object under pure white light.

Emissive Color

The self-illumination color of the surface. The color the surface displays as if it’s self-lit.

Normal

The normal vector in tangent space. The default is (0,0,1).

Roughness

The level of roughness of the surface. This value ranges between 0 and 1.0, with 0 outputting a perfectly specular surface and 1.0 indicating maximum roughness. The default is 0.5.

Metallic

Indicates whether a surface is metallic. Set this value to 1 for metallic surfaces, and to 0 for nonmetallic surfaces. The default is 0.0.

Ambient Occlusion

The degree of ambient lighting that the surface receives. This value simulates soft shadows and subtle shading.

Specular

The brightness of the specular highlight of the material.

Opacity

The level of opaqueness of the surface. If the value of this parameter is 1.0, the surface is fully opaque. If the value is less than 1.0, the surface appears translucent. If the value is 0, the surface is completely transparent. The default is 1.0.

Opacity Threshold

The threshold for whether a portion of the surface renders based on its opacity level. A value of 0.0 means that no additional masking occurs. If the value is greater than 0.0, the node renders only areas of the surface with an Opacity value greater than the value of this parameter. This parameter can be turned on or off. The default value is 0.0.

Clearcoat

A second clear reflective layer on the surface. This property produces a glossy finish. The default is 0.0.

Clearcoat Roughness

The level of roughness of the surfaces clearcoat layer. The default is 0.01.

Has Premultiplied Alpha

A Boolean value to let the node know if input parameters have a premultiplied alpha.

Discussion

The PBR Surface node produces a custom surface based on its input parameters. Connect the output of the PBR Surface node to the Custom Surface output of your material.

Below is an example material that uses only the PBR Surface node to produce a gold-like texture and apply it to a sphere:

See Also

Nodes