StandardMaterial
and
PBRMaterial
are two different types of materials in
Babylon.js
, each designed for specific rendering scenarios and providing distinct features. Here are the key differences between StandardMaterial and PBRMaterial:
StandardMaterial :
* Legacy Material Model : StandardMaterial is based on a legacy material model and is a more traditional approach to material representation in computer graphics.
* Simplified Parameters : StandardMaterial has a simplified set of parameters compared to PBRMaterial. It includes properties like diffuseColor, specularColor, emissiveColor, ambientColor, and opacity.
* Reflectivity : Reflectivity is controlled using the specularPower property. Higher values make the material more reflective.
* No Physically Based Rendering (PBR) : StandardMaterial does not adhere to the principles of physically based rendering. It may not produce as realistic results as PBRMaterial under varying lighting conditions.
* Suitable for Stylized Rendering : It is often used in scenarios where a more stylized or traditional rendering style is desired. It may be suitable for certain types of games or artistic applications.
* Performance : Generally, StandardMaterial may be more computationally efficient compared to PBRMaterial, making it suitable for scenarios where performance is a critical consideration.
PBRMaterial :
* Physically Based Rendering (PBR) : PBRMaterial is designed based on the principles of physically based rendering, which aims to simulate the behavior of light in a more accurate and realistic way.
* Complex Parameters : PBRMaterial includes a more extensive set of parameters such as albedoColor, metallic, roughness, ambientColor, microSurface, and more. These parameters provide greater control over material properties.
* Metallic-Roughness Workflow : It follows the metallic-roughness workflow, where the metallic property determines whether the material is metallic or dielectric (non-metallic), and the roughness property controls the microsurface roughness.
* Realistic Reflections : PBRMaterial produces more realistic reflections and responses to lighting conditions, making it suitable for applications where visual realism is a priority.
* Energy Conservation : The material is designed to conserve energy in the rendering process, ensuring that the total reflected light does not exceed the total incoming light.
* Global Illumination : PBRMaterial can better handle global illumination effects, such as the way light bounces between surfaces, leading to more natural-looking scenes.
* Advanced Material Effects : It is well-suited for achieving advanced material effects such as anisotropic reflections, subsurface scattering, and clear coat reflections.
Example of Using StandardMaterial :
// Create a StandardMaterial
var standardMaterial = new BABYLON.StandardMaterial("standardMaterial", scene);
standardMaterial.diffuseColor = new BABYLON.Color3(1, 0, 0); // Set diffuse color to red
// Apply the material to a mesh
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 2 }, scene);
sphere.material = standardMaterial;?
Example of Using PBRMaterial :
// Create a PBRMaterial
var pbrMaterial = new BABYLON.PBRMaterial("pbrMaterial", scene);
pbrMaterial.albedoColor = new BABYLON.Color3(1, 0, 0); // Set albedo color to red
pbrMaterial.metallic = 0.5; // Set metallic property
pbrMaterial.roughness = 0.2; // Set roughness property
// Apply the material to a mesh
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 2 }, scene);
sphere.material = pbrMaterial;?