PBR Material
PBR Material
Page Contents
This page provides information about the PBR material in V-Ray for SketchUp.
Overview
The PBR material is specifically designed to enable a PBR-based workflow of creating a metal
material.
Applying the PBR material as a layer provides flexibility in creating advanced materials.
For detailed information on the V-Ray metalness, see the "Understanding metalness" article by
Christopher Nichols.
UI Options
The PBR material settings are organized in Basic and Advanced modes. You can switch the mode
from the toggle button under the Preview Swatch or globally from the Configuration rollout of the
Settings tab.
From the Add Attribute button, you can select additional attributes that can add up to the
appearance of the material. For more information, see the Attributes section.
An Add Layer button is provided for some V-Ray materials, including PBR. You can select an
additional layer that can add up to the appearance of the material. For more information,
see the Layers section on Materials page.
The PBR material itself can be created by adding a PBR layer.
Holding down Ctrl (or Cmd on macOS) while having the Add Attribute or Add Layer menu open,
allows selecting multiple entries without closing the dropdown.
A Reset option is provided in the context menu of each Color Slot. You can reset the color to the
default one.
VRayPBR
Color – Specifies the color of the material. In areas where the Metalness is 0 (black) this color
represents the diffuse albedo. In areas where the Metalness is 1 (white) this color is a reflection
filter.
Metalness – Controls the reflection model of the material from dielectric (metalness 0.0) to metallic
(metalness 1.0). Note that any intermediate value between 0.0 and 1.0 does not correspond to a
physical material. This parameter can be used with PBR setups coming from other applications. The
Metalness texture map should be considered a mask between two different types of materials:
dielectric or conductive. RGB map should be used with this option. If a Bitmap texture is slotted its
color space must be set to Rendering Space (Linear).
Roughness – Controls the sharpness of reflections. A value of 0.0 means perfect mirror-like
reflection. Higher values produce blurry or glossy reflections. RGB map should be used with this
option. If a Bitmap texture is slotted its color space must be set to Rendering Space (Linear).
IOR – Specifies the IOR when calculating Fresnel reflections.
Opacity – Controls the material/layer opacity amount. A value of 1.0 makes the material opaque.
Lower values make the material transparent.
The Reflection parameter is hard-coded to a value of 1 and therefore not displayed in the UI.
Binding
Binding – Enables connection/binding between V-Ray and the corresponding base application
material.
Color – Enables color binding. Changing the V-Ray material color changes the corresponding base
application material color and vise versa.
Opacity – Enables opacity/ transparency binding. Changing the SketchUp material transparency,
however, does not change the V-Ray material. Instead, it disables the Opacity binding.
Texture Mode – Enables texture binding. Changing the V-Ray material texture changes the
corresponding base application material texture and vise versa.
Auto – By default binds the Diffuse texture to the base app material.
Texture Helper – Allows the use of a helper texture as a base application material map. The
same helper is used if the binded texture is a procedural map. This is useful if every time you
have to set texture placement for a map that can't be displayed accurately in the base app.
Custom – Allows the use of a custom texture as base application material map.
Disabling this parameter allows changing the base app material texture without affecting the V-Ray
material.
If a PBR material contains multiple layers, only the top-most one is regarded in Auto binding
mode.
Override Control
Can be Overridden – When enabled, the material can be overridden by the Material Override option
in the Settings.
Attributes
The attributes from the following expandable menus are available for the PBR material.
Translucency
Back Material– Defines the material V-Ray uses for back side faces as defined by their normals.
Translucency – Determines if the front or the back side of the material is more visible in the
rendering process. By default this value is 0.5, which means that both sides are equally visible.
When this parameter is closer to zero, the material facing the camera is more visible, when it is
closer to one, the back material is more visible. A texture can be used to control the variation of the
effect.
Mult. by Front Diffuse – When enabled, the translucency is multiplied by the diffuse of the front
material.
Bump
This option gives the ability to add bump map and normal map effects when using any material.
Bump/ Normal Mapping – Enables or disables the bump or normal effect.
Mode/Map – Specifies the bump map type.
Bump Map – A height map should be used.
Bump Texture Channel – It is most commonly used for Round Edges effect. Edges texture is
used as a bump.
Normal map – RGB map should be used with this option. If a Bitmap texture is slotted its color
space must be set to Rendering Space (Linear).
Normal Map Type – This option is available only when the Mode is set to Normal Map. It specifies
the space for the Normal Map.
Tangent Space – Uses tangents set to each individual face.
Object Space – Uses each object's local coordinates.
Screen Space – Uses a flat projection along the camera direction.
World Space – Uses world coordinates.
Amount – Multiplier for the bump/normal map.
Delta Scale – It specifies a scale for sampling the bitmap when Bump Map is selected. The exact
value is calculated automatically by V-Ray, but can be changed here.
Displacement
Water Level – Clips the surface geometry in places where the displacement map value is below the
specified threshold. This can be used for clip mapping a displacement map value below which
geometry will be clipped.
Level Height – Value below which the geometry is clipped.
Raytrace Properties
Visible to Camera – When enabled, makes objects using this material visible to the camera.
Visible to Reflections – When enabled, this option makes objects using this material visible for to
Reflection rays.
Visible to Refractions – When enabled, this option makes objects using this material visible for the
Refraction rays.
Cast Shadows – When disabled, all objects with this material applied do not cast shadows.
Override
Shadows – The material that is used when a shadow ray hits the surface.
Reflection – The material that is used when a reflection ray hits the surface.
Refraction– The material that is used when a refraction ray hits the surface.
GI – The material that is used when a GI ray hits the surface.
Environment – The texture that will be used instead of the scene environment maps.
Material ID