PBR Materials
Physically Based Rendering materials
PBR captures how real‑world surfaces interact with light using parameters like base color, metallic, roughness, normal and emissive.

How it works
- Metallic/Roughness workflow (baseColor + metalness + roughness)
- Normal maps for fine surface detail; AO for contact shadowing
- Emissive for self‑illumination; clearcoat/transmission via extensions
Use cases
- Game assets with consistent looks across engines
- Product visualization
- Web visualization with compact texture sets
Interoperability notes
- Keep channel packing conventions consistent (ORM ordering).
- Color space: baseColor/emissive sRGB, data maps linear.