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.


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


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

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)!


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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