Depence R4
  • Depence R4 Documentation
  • Getting Started
    • Installation
      • Update
      • Start Options
    • Projects
    • System Requirements
    • Graphics Hardware
  • Program Overview
    • Workspaces
    • Windows
    • Supported File Formats
      • Supported 3D-Model Import Formats
      • Supported Image / Texture Formats
    • Camera & Navigation
    • Render Views
      • Quad View
      • Background Image
    • Shortcuts
    • Fixture Manager
    • Auto Backup
  • Construction
    • Scene Graph & Grouping
      • 3D Hierarchy Filters
      • Group Objects
    • Object Extensions
      • Depending Visibility
      • Spline Arrange
      • Reflector
    • Layers
    • Editor Tools
      • Selection
      • Move Objects
      • Rotate Objects
      • Transformation
      • CAD Editor Snapping
    • Splines
      • Draw a Spline
      • Circle Spline
      • Rectangle Spline
      • Star Spline
      • Formular Spline
    • Nurbs
    • Add Fixtures and Objects
      • Fixture Hang Tool
    • Connect Dependencies
      • Manual Connect
      • Distributors
      • Auto Connect
      • Disconnect
    • Terrain
      • Terrain Sculpting Tool
      • Terrain Painting Tool
      • Terrain Mass Placement Tool
    • Atmosphere
    • Crowds
    • Import 3D Models
      • Tips & Tricks for 3D modeling
    • Arealights
    • Materials
      • PBR Material
        • DMX Control
        • DMX Matrix
        • Chroma-Key
      • Water Material
      • Video-Wall Material
    • Video Sources
      • Camera Video Source
      • Media-Player
      • NDI Video Source
    • My Library
    • Fixtures
      • Lighting Fixtures Settings
      • Modular Fixtures
      • DMX Motors
      • Channel Patch
      • Patching and Multiple DMX Address
      • Replace a fixture by another one
    • Laser
      • Connect Pangolin Beyond
      • Connect Lasergraph DSP
    • Firework
      • Firework by DMX
      • Timeline workflow
        • Alignment
        • Arrange Events
        • Stepper
        • Spline-Positions
      • Build custom Effects
        • Generic Firework Objects
        • Shell
        • Stars
        • Tail
        • Crackle
        • Cake Box
    • Decals
    • MVR
    • Drones
  • Show & Animation
    • Selection Groups
    • Schematic Views
    • Repository
      • Team Management
      • Scenes
        • Scene Fade / Delay Path
      • Audio & Video Files
      • Sequences
      • Playlists
      • MsgCues
      • Scripts
      • Profiles
      • Virtual Masters
    • Programmer
      • Table View
      • Full Open
      • Release/Clear
      • Value Editors
        • Value
        • Position
        • Color Mix
        • Effects
          • Wave FX
          • Color FX
          • Position FX
      • Panorama Alignment
      • Post Selection
      • Store a Scene
      • Palettes
        • Store values in Palette
        • Use a Palette
        • Edit Palette Values
    • Selection Tool
    • Show Sequencer
      • Track Types
        • Repository Scene Track
        • Any Scene Track
        • Fixture Group Tracks
        • Sequence Track
        • Audio Track
        • Video Track
        • DMX-Stream Track
        • MsgCue Track
        • Script Track
        • Multimedia Stream Track
        • Master Track
        • Speed Master Track
        • Intensity Master Track
        • Parameter Tracks
        • Marker Track
        • OSC Track
        • OSC Track
      • Editor
      • Scene Event - Blocks
      • Loop Region
      • Keyframe Animations
        • Easing Options
        • Spline Mode
        • Rail Rotation
      • Camera Animation
      • Sequencer Settings
      • Automatic Light Control (ALC)
      • Using MIDI keyboard.
  • Rendering
    • Video Rendering
      • Render H.264
      • Render Image Sequence
      • Physics and Framerates
      • Synchronize Pangolin Beyond for Video Rendering
    • Image Rendering
      • Long Exposure Rendering
    • Render Settings
      • Scene
      • Lighting
      • Laser Render Settings
      • Fountain
      • Post-FX
    • Virtual Reality
  • Plot & Documentation
  • Hardware & Control
    • Connect to vServer or vNano/wecs
    • Connect a Console
    • Modules
      • NDI
      • Logic Module
        • Logic Module Items
          • External Devices
          • Tools
          • Events
          • Outputs
          • Conditions
          • Inputs
          • Status
          • Tracker
          • Transformation
          • Converter
          • Container
          • Logic Test
          • Syncro Cloud
        • Group Items on a Group Panel
        • Connect a digital Wind Anemometer
        • Connect an analog Wind-Anemometer to a v:Server
        • Routing different DMX universes to the 4 XLR outputs of the vServer
        • Connection example for recording DMX values via the 4 DMX XLR connectors of the vServer.
        • Assign DMX universes to different ArtNet nodes or other Devices.
      • Scheduler
        • Day Schedule
        • Week Schedule
        • Year Schedule
      • ModBus
      • Synchronization
      • Viz-Key
        • Install Viz-Key Driver
        • Connect Depence to a grandMA3 session
        • Potential Issues and Limitations
      • vServer Test Period
    • Live-Panel
    • Scripting
    • Editing the scheduler with the additional 'ShowOrganizer' program
  • Tips & Tricks
    • Network Settings
    • How to use a DeskDough?
    • Using Variables
    • How to export MVR to grandMA3
    • Control Atmosphere by DMX
    • Camera Remote Control
    • Log files
  • Performance
    • Scene Organization
    • Lighting
    • Other optimizations
  • Release Notes
    • Version 4.0.5
    • Version 4.0.0
Powered by GitBook
On this page
  • Material Channels
  • Diffuse / Albedo (RGB)
  • Metalness (Grayscale)
  • Roughness (Grayscale)
  • Normals (RGB)
  • Example of a normal map.
  • UV Mapping
  • Transparency
  • Weathering
Export as PDF
  1. Construction
  2. Materials

PBR Material

PreviousMaterialsNextDMX Control

By default, each 3D Model has a bound PBR Material. This Material contains all settings and texture channels. To apply an existing library material to a 3D Model, simply drag & drop material from the library over the 3D model in the viewport.

When selecting your 3D-Model, you can find the Material settings in the Settings window:

Material Channels

The PBR material consists of 6 different channels: Albedo, Height, Normals, Metalness, Roughness, and Emissive. Most of these channels offer a texture channel along with an offset value.

Diffuse / Albedo (RGB)

Metalness (Grayscale)

All differences in reflectance and absorption of natural surfaces can be split into two different types: Electric (Metals) and Dielectric (Plastics, Fabric, etc.). The Metalness value defines the transition between these types. 0=Dielectric 100%=Metallic

Roughness (Grayscale)

The Roughness channel describes how rough or smooth the surface is, which has a big influence on how it reflects the light and environment. 0%=smooth (like a mirror), 100% = full rough (like a paper)

Normals (RGB)

Normal Maps are used to add 3D details to the surface. These normal maps store a surface normal vector in tangent space. While Depence² uses a left-handed coordinate system it uses the following normal map orientation: Red=X+ Green=Y- Blue=Z+. Depence uses "DirectX-style" normal maps which are -Y:

Example of a normal map.

Height (Grayscale)

In addition to Normal Mapping the Heights are used to create the 3D illusion of bigger high detailed structures. Therefore a grayscale image is used where Black = lowest height and White = Max Height

UV Mapping

The UV-Mapping of a 3D Model defines how a texture will be applied on models polygons. These UV's are usually stored within the 3D-Model. In some cases, these won't be scaled correctly. Therefore each material has additional properties:

UV Scale

Scales the texture on the model.

UV Offset

Moves the texture on the model.

Texture Mapping

  • UV Mapping: Uses default mapping.

  • Box-Mapping: Computes UVs in a Box perspective.

Tile-Size

When using Box-Mapping this defines the size in square meters of one tile.

Animate UV

constantly moves the UV coordinates by the UV-offset values

Transparency

This option allows to make an object transparent or masked out by an alpha mask.

Translucent

makes the object transparent *

Alpha Texture

Mask out an object based on a black/white texture

Alpha from Diffuse

Uses the alpha channel from the Diffuse texture for masking

Diffusion

Creates kind of milky glass effect depending on the roughness

The rendering of transparent objects is very limited in Depence. F.e. layering of multiple objects or things like absorption and shadows are not supported.

Once an object is rendered with transparency, the lighting calculations having a huge performance impact. This scales with the number of light & transparent objects. So only use transparency when really necessary and on few objects.

Weathering

These properties create a procedural wetness effect on the surface.

This represents the base color of the material. This can be a solid color or a texture.

Material with heightmap applied