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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