OmniPBR#
OmniPBR is the default Physically based material available in Omniverse. This material can describe most opaque dielectric or non-dielectric materials.
Parameters#
Albedo
Albedo defines the base color of a surface before lighting calculations. Unlike diffuse color in traditional materials, albedo represents only the pure color reflection of a surface, excluding lighting, shadows, or reflective properties.
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
diffuse_color_constant |
color |
0.2, 0.2, 0.2 |
|
diffuse_texture |
asset |
||
albedo_desaturation |
float |
0.0 |
|
albedo_add |
float |
0.0 |
|
albedo_brightness |
float |
1.0 |
|
diffuse_tint |
color |
1.0, 1.0, 1.0 |
Base Color
This parameter sets the diffuse color or tint of the material.
Albedo Map
Accepts a texture file to define color values.
Albedo Map Color Space
Albedo Desaturation
Removes color saturation. This can be used to create a more monochromatic look for the material.
- The range is as follows:
0 = Unaffected
1 = Monochromatic.
Albedo Add
Add (or subtract) the Base Color from the albedo Map.
Albedo Brightness
Adjusts the brightness of the albedo map.
Color Tint
Color multiplier of the albedo Map.
Reflectivity
- Specular reflection represents light that bounces directly off a material’s surface, creating mirror like reflections. The reflection’s intensity depends on:
Material Type: Metals reflect 60-100% of light, while non-metals (dielectrics) reflect 2-5%
Surface Roughness: Smooth surfaces create sharp reflections; rough surfaces create blurred reflections
Viewing Angle: Reflections become stronger at glancing angles (Fresnel effect)
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
reflection_roughness_constant |
float |
0.5 |
|
reflection_roughness_texture_influence |
float |
0.0 |
|
reflectionroughness_texture |
asset |
||
metallic_constant |
float |
0.0 |
|
metallic_texture_influence |
float |
0.0 |
|
metallic_texture |
asset |
||
specular_level |
float |
0.5 |
|
enable_ORM_texture |
bool |
false |
|
ORM_texture |
asset |
||
Roughness Amount
Defines how rough or smooth a surface appears when viewed from any angle. A value of 0 creates perfect mirror-like reflections, while higher values (up to 1) create increasingly diffuse, blurred reflections. Unlike anisotropic roughness, this property affects light scattering uniformly in all directions.
- The range is as follows:
0 = Perfectly reflective surface
1 = No reflectivity
Roughness Map Influence
Mixes the Roughness Map power over the Roughness value.
- The range is as follows:
0 = Roughness Value
1 = Roughness Map
Roughness Map
Accepts a texture file to define roughness values.
Roughness Map Color Space
Metallic Amount
Metallic Amount
Determines if the surface is Dielectric (non-metallic) or Conductive (metallic).
- The range is as follows:
0 = Dielectric (non metalallic)
1 = Conductive (metallic)
Metallic Map Influence
Mixes the Metallic Map power over the Metallic amount.
- The range is as follows:
0 = Metallic Amount
1 = Metallic Map
Metallic Map
Enables the application of a texture map to define metallic areas on the surface.
Metallic Map Color Space
Specular
The specular reflectivity of the material.
Enable ORM Texture
- Allows use of a “packed” Occlusion, Roughness and Metallic map instead of separate maps for each. Each channel of the texture is used as follows:
Red: Occlusion
Green: Roughness
Blue: Metallic
ORM Map
“Packed” ORM map texture input.
ORM Map Color Space
AO
A pre-computed ambient occlusion map that can be applied to the material.
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
ao_to_diffuse |
float |
0.0 |
|
ao_texture |
asset |
||
Ambient Occlusion to Diffuse
- How much ambient occlusion influences the diffuse map in a range of 0-1.
0 = unaffected
1 = full effect.
Ambient Occlusion Map
Accepts a texture file to define ambient occlusion values. This is typically a pre computed texture from a DCC.
Ambient Occlusion Map Color Space
Emissive
Emissivity defines how much light a surface emits independently of received light. This parameter creates self-illuminating effects like neon signs, screens, or bioluminescence materials. Emissivity maintains physical accuracy by contributing to scene lighting and global illumination calculations.
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
enable_emission |
bool |
false |
|
emissive_color |
color |
1.0, 1.0, 0.1 |
|
emissive_color_texture |
asset |
||
emissive_mask_texture |
asset |
||
emissive_intensity |
float |
1.0 |
Enable Emission
Toggles light emission from the material surface
Emissive Color
Specifies the color of emitted light
Emissive Color Map
Accepts a texture file to define emission color values.
Emissive Map Color Space
Emissive Mask Map
Accepts a texture file to define emission mask values.
Emissive Mask Map Color Space
Emissive Intensity
Determines the intensity of emitted light.
Opacity
Opacity controls material transparency by specifying how much light passes through each point on a surface. These grayscale textures define transparency levels from 0 (fully transparent) to 1 (fully opaque)
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
enable_opacity |
bool |
false |
|
enable_opacity_texture |
bool |
false |
|
opacity_constant |
float |
1.0 |
|
opacity_texture |
asset |
||
opacity_mode |
enum |
mono_average |
|
opacity_threshold |
float |
0.0 |
OmniPBR Enable Opacity
Enables overall opacity.
OmniPBR Enable Opacity Texture
Enables opacity mapping.
OmniPBR Opacity Amount
Opacity value of material. Works in conjunction with Opacity Threshold and Fractional Cutout Opacity
OmniPBR Opacity Map
Accepts a texture file to define an opacity mask.
OmniPBR Opacity Map Color Space
OmniPBR Opacity Map Mono Source
Valid Opacity Map Mono Source Values
- Specifies opacity channel or evaluation of the map for opacity.
mono_alpha : Uses the alpha channel of the image as the source for evaluation.
mono_average : Uses the average of the RGB channels as the source for evaluation.
mono_luminance : Uses the luminance of the image as the source for evaluation.
mono_maximum : Uses the max value of the RGB channels as the source for evaluation.
OmniPBR Opacity Threshold
Cutoff for determining object cutout opacity. If threshold is equal to 0, then use fractional opacity. If threshold is greater than 0, then object is opaque when opacity is greater than threshold.
Normals
Normal maps encode surface detail by modifying how light interacts with a material’s surface. These maps store direction data as RGB values, allowing complex surface details like bumps, scratches, and indentations to be rendered without additional geometry. Surface normals affect all lighting calculations including reflection, specular highlights, and shadow termination.
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
bump_factor |
float |
1.0 |
|
normalmap_texture |
asset |
||
detail_bump_factor |
float |
0.3 |
|
detail_normalmap_texture |
asset |
||
flip_tangent_u |
bool |
false |
|
flip_tangent_v |
bool |
true |
OmniPBR Normal Map Strength
Adjusts intensity of the normal map.
OmniPBR Normal Map
Accepts a texture file to define surface details through normal mapping. For best results use the Direct X normal format.
OmniPBR Normal Map Color Space
OmniPBR Detail Normal Strength
Adjusts intensity of small surface detail.
OmniPBR Detail Normal Map
Accepts a texture file to define micro surface details through normal mapping. For best results use the Direct X normal format .
OmniPBR Detail Normal Map Color Space
OmniPBR Normal Map Flip U Tangent
Flips the U Tangent vector.
OmniPBR Normal Map Flip V Tangent
Flips the V Tangent vector. By Default, OmniPBR is setup for DirectX normal maps. Set Normal Map Flip V = false for OpenGL.
OmniPBR ClearCoat#
OmniPBR_ClearCoat is similar to OmniPBR but with an additional glossy bsdf layer. Ideal for car paint or any surface with a thin clear finish.
Parameters#
Clearcoat
Clearcoat simulates an additional transparent layer on top of a base material, common in automotive paints, polished wood, and plastic coatings. This layer adds a second specular reflection with its own roughness and intensity values, independent of the underlying material properties.
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
enable_clearcoat |
bool |
false |
|
clearcoat_tint |
color |
1.0, 1.0, 1.0 |
|
clearcoat_transparency |
float |
1.0 |
|
clearcoat_reflection_roughness |
float |
0.0 |
|
clearcoat_weight |
float |
1.0 |
|
clearcoat_flatten |
float |
1.0 |
|
clearcoat_ior |
float |
1.56 |
|
clearcoat_bump_factor |
float |
1.0 |
|
clearcoat_normalmap_texture |
asset |
||
OmniPBR Enable Clearcoat Layer
Enables clear coat layer.
OmniPBR Clearcoat Tint
Base color of the clearcoat layer.
OmniPBR Clearcoat Transparency
- Weighted blend between the material and the clearcoat.
0 = Clearcoat
1 = Base material with clearcoat on top
OmniPBR Clearcoat Roughness
Isotropic roughness of the clearcoat. Usually 0.
OmniPBR Clearcoat Weight
The specular reflectivity of the clearcoat layer.
OmniPBR Clearcoat Flatten
Blends between the smooth normal and the bumped base normal.
OmniPBR Clearcoat IOR
Index of Refraction of the clearcoat layer.
OmniPBR Clearcoat Normal Map Strength
Scalar multiplier of the Clearcoat Normal Map.
OmniPBR Clearcoat Normal Map
Normal map for the clearcoat layer.
OmniPBR Clearcoat Normal Map Color Space