The purpose of this article is to give you a better understanding the PBR materials available in the
Sayduck Platform.

Materials (PBR Maps)

The Sayduck Platform uses Physically Based Rendering (PBR), a shading and rendering technique that
accurately calculates how light interacts with the surface, to achieve a higher level of realism and quality
in our materials.

Metalness

Base colour: An RBGA texture or solid colour
Metalness: Grayscale texture; black (0) for not metallic and white (1) for metallic



Roughness / Glossiness

Grayscale texture; black (0) for rough and white (1) for glossy.



Normal map

A texture used to simulate depth by adding bumps and dents.



Attention! Bump maps are not supported, you can convert using http://cpetry.github.io/NormalMap-Online/

Transparency

RGB(A); Alpha value (0) for transparent and (255) for not transparent.
Click Use transparency to activate transparency on PNG images.



Transmission

Transmission allowing you to better emulate transparent materials with more realistic reflections and color.

This extension is not supported in web AR.



Index of refraction (IOR)

Refraction refers to the effect in which light to bend when pass through different transparent materials. It is because of this that objects behind transparent material look distorted.

With IOR you can accurately simulate specific transparent materials such as glass, water and gemstones.

This extension is not supported in web AR.



Volume

Volume simulates the thickness of the transparent object. Increasing thickness will further distort the object behind the transparent material.

This extension is not supported in web AR.



Clearcoat

The Clear Coat adds a thin reflective layer on top of a surface.

This extension is not supported in web AR.



Ambient Occlusion (AO)

Ambient occlusion is a shading and rendering technique used to calculate how exposed each part of the product is to ambient lighting. This map can be used to create shading for your products.
For more information and a guide, check out Ambient Occlusion (shadows)!



Emissive

A texture or a solid colour used to make material glow.
The Emissive colour is affected by the active RGBA Base colour.

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