Questions tagged [pbr]

Physically Based Rendering (PBR) seeks to render images in a way that models the flow of light in the real world. Blender's Cycles rendering engine is a PBR engine. The material system associated with Cycles is part of a PBR pipeline. Use this tag for questions pertaining to the PBR aspects of Blender's rendering pipeline.

Wikipedia describes Physically Based Rendering (PBR) as an

approach that seeks to render images in a way that models the flow of light in the real world.

Blender's Cycles rendering engine is

Blender’s physically-based path tracer for production rendering.

Cycles uses a node-based material system. Prior to the introduction of the Principled BSDF materials relied on a complex setup using Fresnel and other nodes to provide physics based materials for Cycles to render. For some complex materials, or for artistic control, such setups are still in use.

Use this tag for questions pertaining to the PBR aspects of Blender's rendering pipeline.

124 questions
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How to plug specular map into Principled Shader?

I have an old collection of materials that are represented by diffuse, bump and specular maps. Like this. With Principled shader, where should I plug in the specular map? In the previous version, I used to use it as a mix factor between diffuse and…
Barafu Albino
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How to properly set up PBR?

I have no idea what I am doing wrong. I have quite a big environment to make and I want the ground to look like the PBR texture but it doesn't like that at all. How can I fix it? https://polyhaven.com/a/rock_boulder_dry
8paula
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How to tile a texture with displacement without repetition

I'm trying to lear how to texture a scene so I downloaded a texture and I applied onto the walls of my scene. It looks great but you can clearly see repetition on the wall with the doorway which isn't nice. And on the side walls you clearly see that…
Keisar
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PBR Reflectance Values for Metals

In a PBR metal/roughness workflow, I know that all dielectrics are hard-coded to have 4% reflectivity at F0, and metals have a much wider range of 70%-100% reflectivity. It's important to use the correct reflectance values, but if I'm using images,…
MeshHead
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