Material · Basic

Standard PBR Material

The everyday physically based 3D material. Roughness and Metalness describe plaster, plastic, paint or polished metal.

  • General-purpose PBR objects
  • Furniture and interior design
  • Walls, floors, and architectural surfaces
  • Everyday objects and props
  • Game assets with realistic lighting
  • Product visualization
  • Outdoor environments and terrain
  • product
  • architecture
  • minimal
  • metal

Settings and defaults

Color
#ffffff
Opacity
1
Roughness
0.5
Metalness
0.5
Env Map Intensity
1
AO Map Intensity
1
Normal Scale
1, 1
Bump Scale
1
Displacement Scale
1
Emissive
#000000
Emissive Intensity
1
Flat Shading
Off
Wireframe
Off
Transparent
Off
Side
0

Standard is the general-purpose, physically based material. It lights a surface the way real materials behave: rough surfaces scatter light into a broad, soft sheen, smooth ones focus it into a crisp highlight and a clear reflection of the surroundings.

How it works

Two sliders describe most surfaces in the world. Roughness runs from mirror-smooth at 0 to fully matte at 1. Metalness decides whether the surface behaves like a metal, where the reflection itself takes on the color, or like paint, plastic and stone, where the color sits under a colorless shine. The default sits halfway on both (0.5); push Metalness to 0 for non-metals and to 1 for metals, then set Roughness to taste.

Settings

  • Color, Roughness and Metalness: the core of the look.
  • Env Map Intensity: how strongly the environment shows in reflections.
  • Emissive color and Emissive Intensity: a glow that needs no light, for screens and signage.
  • Bump Scale and Displacement Scale: how strongly a bump map shades fine detail, and how far a displacement map actually pushes the surface out.
  • Maps for color, roughness, metalness, normals and ambient occlusion, so a scanned texture set can be used as it is.

Use it for

Products, furniture, interiors, floors and walls, set pieces and 3D text that should feel solid and real. When you need a lacquer layer, see-through glass or fabric sheen, step up to Physical. Tuned starting points live in the metal and plastic families.

More materials

Works well with