PBR Material

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)

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

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

Material with heightmap applied

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

circle-info

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.

triangle-exclamation

Weathering

These properties create a procedural wetness effect on the surface.