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

Base Color

diffuse_color_constant

color

0.2, 0.2, 0.2

Albedo Map

diffuse_texture

asset

Albedo Map Color Space

Albedo Desaturation

albedo_desaturation

float

0.0

Albedo Add

albedo_add

float

0.0

Albedo Brightness

albedo_brightness

float

1.0

Color Tint

diffuse_tint

color

1.0, 1.0, 1.0

Base Color

This parameter sets the diffuse color or tint of the material.

../_images/OmniPBR_BaseColor.png

Base Color: 0.1, 0.27, 0.17#

Albedo Map

Accepts a texture file to define color values.

../_images/OmniPBR_AlbedoMap.png

Albedo Map Color Space

../_images/OmniPBR_AlbedoMapRaw.png
../_images/OmniPBR_AlbedoMap.png

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.

../_images/OmniPBR_AlbedoMapDeSat0.png
../_images/OmniPBR_AlbedoMapDeSat0.5.png
../_images/OmniPBR_AlbedoMapDeSat1.png

Albedo Add

Add (or subtract) the Base Color from the albedo Map.

../_images/OmniPBR_AlbedoMapAdd.png

Albedo Add: 0.15#

Albedo Brightness

Adjusts the brightness of the albedo map.

../_images/OmniPBR_AlbedoMapBrightness.png

Albedo Brightness: 2.0#

Color Tint

Color multiplier of the albedo Map.

../_images/OmniPBR_AlbedoMapColorTint.png

Color Tint: 0.37, 0.3, 0.22#

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

Roughness Amount

reflection_roughness_constant

float

0.5

Roughness Map Influence

reflection_roughness_texture_influence

float

0.0

Roughness Map

reflectionroughness_texture

asset

Roughness Map Color Space

Metallic amount

metallic_constant

float

0.0

Metallic Map Influence

metallic_texture_influence

float

0.0

Metallic Map

metallic_texture

asset

Metallic Map Color Space

Specular

specular_level

float

0.5

Enable ORM texture

enable_ORM_texture

bool

false

ORM Map

ORM_texture

asset

ORM Map Color Space

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

../_images/OmniPBR_Roughness0.png
../_images/OmniPBR_Roughness0.25.png
../_images/OmniPBR_BaseColor.png

Roughness Map Influence

Mixes the Roughness Map power over the Roughness value.

The range is as follows:
  • 0 = Roughness Value

  • 1 = Roughness Map

../_images/OmniPBR_BaseColor.png
../_images/OmniPBR_RoughnessMapInfluence0.5.png
../_images/OmniPBR_RoughnessMapInfluence1.png

Roughness Map

Accepts a texture file to define roughness values.

../_images/OmniPBR_RoughnessMapInfluence1.png

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)

../_images/OmniPBR_BaseColor.png
../_images/OmniPBR_Metallic0.5.png
../_images/OmniPBR_Metallic1.png

Metallic Map Influence

Mixes the Metallic Map power over the Metallic amount.

The range is as follows:
  • 0 = Metallic Amount

  • 1 = Metallic Map

../_images/OmniPBR_MetallicMap0.0.png
../_images/OmniPBR_MetallicMap0.5.png
../_images/OmniPBR_MetallicMap.png

Metallic Map

Enables the application of a texture map to define metallic areas on the surface.

../_images/OmniPBR_MetallicMap.png

Metallic Map Color Space

Specular

The specular reflectivity of the material.

../_images/OmniPBR_Specular0.png
../_images/OmniPBR_Specular0.5.png

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.

../_images/OmniPBR_EnabledORM0.png
../_images/OmniPBR_EnabledORM1.png

ORM Map Color Space

AO

A pre-computed ambient occlusion map that can be applied to the material.

Parameters

Display Name

Name

Type

Default

Ambient Occlusion to Diffuse

ao_to_diffuse

float

0.0

Ambient Occlusion Map

ao_texture

asset

Ambient Occlusion Map Color Space

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.

../_images/OmniPBR_BaseColor.png
../_images/OmniPBR_AO_Texture.png

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

enable_emission

bool

false

Emissive Color

emissive_color

color

1.0, 1.0, 0.1

Emissive Color Map

emissive_color_texture

asset

Emissive Color Map Color Space

Emissive Mask Map

emissive_mask_texture

asset

Emissive Mask Map Color Space

Emissive Intensity

emissive_intensity

float

1.0

Enable Emission

Toggles light emission from the material surface

../_images/OmniPBR_EnableEmissive0.png

Enable Emission: false#

../_images/OmniPBR_EnableEmissive1.png

Enable Emission: true#

Emissive Color

Specifies the color of emitted light

../_images/OmniPBR_EnableEmissive1.png

Emission Color: .94, .89, .65#

Emissive Color Map

Accepts a texture file to define emission color values.

../_images/OmniPBR_EmissiveColorMap.png

Emissive Map Color Space

Emissive Mask Map

Accepts a texture file to define emission mask values.

../_images/OmniPBR_EmissiveMaskMap.png

Emissive Mask Map Color Space

Emissive Intensity

Determines the intensity of emitted light.

../_images/OmniPBR_EmissiveIntensity0.png
../_images/OmniPBR_EmissiveIntensity800.png
../_images/OmniPBR_EnableEmissive1.png
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

enable_opacity

bool

false

Enable Opacity Texture

enable_opacity_texture

bool

false

Opacity Amount

opacity_constant

float

1.0

Opacity Map

opacity_texture

asset

Opacity Map Color Space

Opacity Map Mono Source

opacity_mode

enum

mono_average

Opacity Threshold

opacity_threshold

float

0.0

OmniPBR Enable Opacity

Enables overall opacity.

../_images/OmniPBR_OpacityAmount0.5.png

Opacity Amount: 0.5#

../_images/OmniPBR_EnableOpacity0.png

Opacity Amount: 0.5#

OmniPBR Enable Opacity Texture

Enables opacity mapping.

../_images/OmniPBR_EnableOpacity1.png
../_images/OmniPBR_OpacityAmount0.5.png

OmniPBR Opacity Amount

Opacity value of material. Works in conjunction with Opacity Threshold and Fractional Cutout Opacity

../_images/OmniPBR_EnableOpacity0.png
../_images/OmniPBR_OpacityAmount0.5.png
../_images/OmniPBR_OpacityAmount0.1.png

OmniPBR Opacity Map

Accepts a texture file to define an opacity mask.

../_images/OmniPBR_EnableOpacity0.png

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.

../_images/OmniPBR_OpacityThreshold0.2.png
../_images/OmniPBR_OpacityThreshold0.3.png
../_images/OmniPBR_OpacityThreshold0.35.png
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

Normal Map Strength

bump_factor

float

1.0

Normal Map

normalmap_texture

asset

Normal Map Color Space

Detail Normal Strength

detail_bump_factor

float

0.3

Detail Normal Map

detail_normalmap_texture

asset

Detail Normal Map Color Space

Normal Map Flip U Tangent

flip_tangent_u

bool

false

Normal Map Flip V Tangent

flip_tangent_v

bool

true

OmniPBR Normal Map Strength

Adjusts intensity of the normal map.

../_images/OmniPBR_NMStrength0.png
../_images/OmniPBR_NMStrength0.5.png
../_images/OmniPBR_NMStrength1.5.png

OmniPBR Normal Map

Accepts a texture file to define surface details through normal mapping. For best results use the Direct X normal format.

../_images/OmniPBR_NMStrength0.png
../_images/OmniPBR_NMStrength1.png

OmniPBR Normal Map Color Space

OmniPBR Detail Normal Strength

Adjusts intensity of small surface detail.

../_images/OmniPBR_DetailNMStrength.png

Normal Map Strength: 1.0#

Detailed Normal Map Strength: 0.3

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 .

../_images/OmniPBR_DetailNM.png

Detailed Normal Map Strength: 0.3#

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.

../_images/DX_Normal.png
../_images/OpenGL_Normal.png
../_images/OmniPBR_DX.png

Normal Map Flip U Tangent: false#

Normal Map Flip V Tangent: trie

../_images/OmniPBR_OpenGL.png

Normal Map Flip U Tangent: false#

Normal Map Flip V Tangent: false

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 Layer

enable_clearcoat

bool

false

Clearcoat Tint

clearcoat_tint

color

1.0, 1.0, 1.0

Clearcoat Transparency

clearcoat_transparency

float

1.0

Clearcoat Roughness

clearcoat_reflection_roughness

float

0.0

Clearcoat Weight

clearcoat_weight

float

1.0

Clearcoat Flatten

clearcoat_flatten

float

1.0

Clearcoat IOR

clearcoat_ior

float

1.56

Clearcoat Normal Map Strength

clearcoat_bump_factor

float

1.0

Clearcoat Normal Map

clearcoat_normalmap_texture

asset

Clearcoat Normal Map Color Space

OmniPBR Enable Clearcoat Layer

Enables clear coat layer.

../_images/OmniPBR_EnableClearcoat0.png
../_images/OmniPBR_EnableClearcoat1.png

OmniPBR Clearcoat Tint

Base color of the clearcoat layer.

../_images/OmniPBR_EnableClearcoat1.png

Clearcoat Tint: 1.0, 1.0, 1.0#

../_images/OmniPBR_ClearcoatTint.png

Clearcoat Tint: 0.3, 0.16, 0.16#

OmniPBR Clearcoat Transparency

Weighted blend between the material and the clearcoat.
  • 0 = Clearcoat

  • 1 = Base material with clearcoat on top

../_images/OmniPBR_ClearcoatTint.png

Clearcoat Tint: 1.0, 1.0, 1.0#

../_images/OmniPBR_ClearcoatTransp0.5.png

Clearcoat Tint: 0.3, 0.16, 0.16#

../_images/OmniPBR_ClearcoatTransp0.png

Clearcoat Tint: 0.3, 0.16, 0.16#

OmniPBR Clearcoat Roughness

Isotropic roughness of the clearcoat. Usually 0.

../_images/OmniPBR_ClearcoatTint.png
../_images/OmniPBR_ClearcoatRoughness0.1.png
../_images/OmniPBR_ClearcoatRoughness0.2.png

OmniPBR Clearcoat Weight

The specular reflectivity of the clearcoat layer.

../_images/OmniPBR_EnableClearcoat1.png
../_images/OmniPBR_ClearcoatWeight0.5.png
../_images/OmniPBR_ClearcoatWeight0.2.png

OmniPBR Clearcoat Flatten

Blends between the smooth normal and the bumped base normal.

../_images/OmniPBR_ClearcoatFlatten1.png
../_images/OmniPBR_ClearcoatFlatten0.5.png
../_images/OmniPBR_ClearcoatFlatten0.0.png

OmniPBR Clearcoat IOR

Index of Refraction of the clearcoat layer.

../_images/OmniPBR_ClearcoatIOR1.png
../_images/OmniPBR_EnableClearcoat1.png
../_images/OmniPBR_ClearcoatIOR2.5.png

OmniPBR Clearcoat Normal Map Strength

Scalar multiplier of the Clearcoat Normal Map.

../_images/OmniPBR_EnableClearcoat1.png
../_images/OmniPBR_ClearcoatNMStrength0.5.png
../_images/OmniPBR_ClearcoatNMStrength1.png

OmniPBR Clearcoat Normal Map

Normal map for the clearcoat layer.

../_images/OmniPBR_ClearcoatNMStrength1.png

OmniPBR Clearcoat Normal Map Color Space