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1. Core Concepts
- Material Inputs: Base Color, Metallic, Roughness, Normal, Emissive, Opacity
- PBR Workflow: Realism is based on physical rules, not arbitrary brightness adjustments
- Material vs Material Instance:
→ The master material defines the structure, while instances are used for parameter tweaking (very important)
2. Commonly Used Nodes
- Value Nodes: Constant (1/2/3/4), Scalar Parameter, Vector Parameter
- Math Nodes: Add, Multiply, Lerp, Clamp
- Texture Nodes: Texture Sample, Texture Coordinate
- Normal Nodes: Normal Map, Flatten Normal
- Control Nodes: If, Switch, Fresnel
3. Textures and Channels
- Base Color: Albedo / color information
- Normal: Surface detail
- ORM / RMA Maps:
- R = Ambient Occlusion
- G = Roughness
- B = Metallic
- sRGB Settings: Knowing when to enable or disable sRGB is crucial