Skip to main content

Base Properties

Base properties form the foundation of all PBR materials in 3dverse. These parameters control the fundamental appearance characteristics of any surface.

Overview

The Base category contains the essential PBR parameters organized into seven subcategories:

  • Albedo - Surface color and base texture
  • Reflectivity - Roughness and metallic properties
  • Ambient Occlusion - Contact shadows and crevice darkening
  • Emissive - Self-illumination and glow effects
  • Normals - Surface detail through normal mapping
  • UVs - Texture coordinate transformation
  • Opacity - Transparency and refraction

Albedo

Controls the base color of the material surface.

albedo

color

Default:[1,1,1]

Base color of the material

albedoTexture

texture

Default:White

Texture map for base color

Reflectivity

Controls how the surface reflects light.

roughness

float

Default:1

Microscopic surface roughness (0 = smooth mirror, 1 = rough diffuse)

roughnessTexture

texture

Default:White

Texture map for surface roughness

metallic

float

Default:0

Metallic appearance (0 = non-metallic/dielectric, 1 = metallic)

metallicTexture

texture

Default:White

Texture map for metallic property

Example

Smooth non-metallic
roughness: 0.0
metallic: 0.0

Ambient Occlusion

Simulates shadowing in surface crevices and contact areas.

ambientOcclusion

float

Default:1

Intensity of ambient lighting on surface

ambientOcclusionTexture

texture

Default:White

Texture map for ambient occlusion

Ambient occlusion is typically baked into textures to simulate shadowing in surface crevices and contact areas where ambient light doesn't reach.

Emissive

Makes surfaces emit light.

emission

color

Default:[0,0,0]

Light emitted by surface

emissionTexture

texture

Default:White

Texture map for emissive areas

emissionIntensity

float

Default:1

Multiplier for emission brightness

Use emissive properties for:

  • LED displays and screens
  • Neon signs
  • Hot surfaces (lava, heated metal)
  • Bioluminescence

Normals

Adds surface detail without additional geometry.

Requires MATERIAL_UNTEXTURED constant enabled.

normalTexture

texture

Default:Normal Z up

Normal map for surface detail and bump mapping

flipNormalTextureGreenChannel

bool

Default:0

Green channel inversion for normal map format compatibility

flipNormalTextureBlueChannel

bool

Default:0

Blue channel inversion for normal map format compatibility

Normal maps should be:

  • Tangent space format
  • Linear color space
  • RGB channels representing XYZ directions

UVs

Controls texture coordinate transformation.

Requires MATERIAL_UNTEXTURED constant disabled.

scale

vec2

Default:[1,1]

UV texture tiling scale

offset

vec2

Default:[0,0]

UV texture offset for positioning

Use UV controls to:

  • Tile textures for large surfaces
  • Adjust texture alignment
  • Create texture animation (by animating offset)

Opacity

Controls object transparency.

Requires MATERIAL_TRANSPARENT constant to be enabled.

opacity

float

Default:1

Opacity level for transparent materials

opacityTexture

texture

Default:White

Texture map for transparency

indexOfRefraction

float

Default:1

Light refraction amount for transparent materials (1.5 for glass)

Example

Transparent surface
opacity: 0.25