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Babylon.js - Interview Questions
Can you provide an overview of the PBR (Physically-Based Rendering) material system in Babylon.js, and how you would go about implementing it in a realistic scene?
Babylon.js PBR material system aims to achieve photorealistic rendering by simulating real-world lighting and materials.

It uses two models :

* Metallic-Roughness (PBRMetallicRoughnessMaterial)
* Specular-Glossiness (PBRSpecularGlossinessMaterial).

Both consider factors like albedo, reflectivity, roughness, and environment reflections.

To implement PBR in a realistic scene :

1. Choose the appropriate model based on desired appearance.
2. Create a new instance of the chosen PBR material class.
3. Assign textures or colors for properties such as albedo, metallic/roughness, or specular/glossiness.
4. Apply environment texture (e.g., HDR image) for accurate reflections.
5. Configure additional settings like transparency, refraction, or subsurface scattering if needed.
6. Assign the PBR material to mesh objects in the scene.

Example code using Metallic-Roughness model :

const pbr = new BABYLON.PBRMetallicRoughnessMaterial("pbr", scene);
pbr.baseTexture = new BABYLON.Texture("albedo.png", scene);
pbr.metallicRoughnessTexture = new BABYLON.Texture("metallic_roughness.png", scene);
pbr.environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData("env.dds", scene);
const sphere = BABYLON.MeshBuilder.CreateSphere("sphere", {}, scene);
sphere.material = pbr;?
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