PBR Render
In: Material Filters/PBR Utilities
Complex
Description
Renders a PBR material onto a sphere, plane or cylinder using Image Based Lighting (IBL).This is a render-engine inside a node, which can be very useful for generating thumbnails, previews or 2D assets. It is not a render like the 3D view, but an actual texture being generated in your graph.
This node requires at least a full PBR material to be plugged in. Ideally you make use of Link Creation Modes to connect the material to PBR Render. Additionally, you will need a spherically-unwrapped HDRI environment for the render to calculate lighting from. Materials for testing can be found under PBR Materials, Environment maps can be found under 3D View in the library.
CPU (SSE2) Engine
The PBR Render Node is very heavy and does not work well with the SSE2 CPU engine. Switch to another engine by pressing F9, if node performs extremely bad.
Inputs
- Material channel inputs
Multiple material inputs are used to render the material on the geometry:- Base Color
- Normal
- Emissive
- Roughness
- Metallic
- Specular Level
- Height
- Ambient Occlusion
- Opacity Mask
- Anisotropy Level
- Anisotropy Angle
- Translucency
- Scattering Distance Scale
- Lens Dirt Map: Grayscale Input
Custom map for dirt on lens, that appears when lens flares are visible. - Lens Aperture Map: Grayscale Input
Can be used to override Bokeh, out-of-focus shape. The more contrasted, the more visible it is. Keep in mind only a circle within the texture is sampled, so any shape has to fit within a circle. - Background input: Color input
Custom map used as background when the Background Mode parameter is set to Backgroud Input - Environment Map: Color Input
Enviroment map used to calculate lighting. Must be spherically-mapped and in HDR.
Outputs
- Beauty
The final render - Raw Irradiance
The irradiance data of the final render
Alpha: Opacity map - Raw Specular
The specular data of the final render
Alpha: Specular shadow map - Normal World Space
The world space normals data of the final render
Alpha: World space height map - Normal Tangent Space
The tangent space normals data of the final render
Alpha: Tangent space height map - UVs
The UV data of the final render
Alpha: Opacity map
Parameters
Example Images
All images were generated directly inside of Designer, in the 2D viewport, using materials from the Substance 3D assets library.
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