# PBR

PBR (Physically-based rendering) provides physically correct visualization taking into account the laws of physics. PBR materials help to display the real model of the materials that exist in the physical world.

PBR has more settings than other materials. For PBR materials, you can set up Ambient Occlusion, Roughness, Metalness and Emissive.

PBR has 4 texture maps: Base, Normal, ARM and Emissive. You can manage these texture maps using the settings in the Material Panel.

<figure><img src="/files/RmFryw3ybI8Cu5jurnei" alt=""><figcaption></figcaption></figure>

### **Base texture map**

Base is  responsible for the color of the object and consists of two texture maps: Albedo and Alpha. When you hover over the Base, you will see a control ![](/files/8Tmev9T31E608eHmzmq0)with which you can proceed to loading these 2 texture maps. Click on it, then upload the map you need.

<figure><img src="/files/WkfpznK6w74XsiuQqWWW" alt=""><figcaption></figcaption></figure>

If you only need the Albedo texture map, then load it using the uploader on the Base texture map <img src="/files/LHgAt421m0swPAqwWgzN" alt="" data-size="line">, which will appear when you hover over the Base texture. Just click on it and a texture picker will appear together with an option to Import texture.

![](/files/goEjxW2OH8ZcyhFrmRHB)

Note: If several texture maps are used, they must be of the same size.

### **Normal map setting**

We can modify the Normal map using a Normal setting option in the Material Panel.

<figure><img src="/files/IWL1j2yAWIBGcX4y6NZ2" alt=""><figcaption></figcaption></figure>

The Normal setting is responsible for the strength of the impact of the Normal map. We can increase the Normal map to give a slightly different look to our material. You will see the difference if you move the slider from right to left.

Note: the intensity of the normal map can exceed 100% and reach up to 500%.

<figure><img src="/files/WOrwp4PeemFMLOpDWWQA" alt=""><figcaption></figcaption></figure>

### **ARM texture map**

The ARM Texture Map has three textures: Ambient Occlusion, Roughness and Metallic. ARM is just short for AOC, Roughness and Metallic.

MANU has such functionality that allows you to bake several texture maps into one - the ARM map. Combining maps allows you to increase the performance of the game, also reduces the load on rendering.

To upload baked ARM map:

* hover over the ARM texture map in the Material Panel, you will see an uploader icon <img src="/files/6blvpCy7aT33DQdnnD4B" alt="" data-size="line">&#x20;
* click on it, then upload the already prepared baked ARM map or Import it from your computer.

![](/files/TY310hOOP2NKBHFWGyS8)

If you need to upload all 3 texture maps (Ambient Occlusion, Roughness and Metallic) separately:

* hover over the ARM in the Material Panel, you will see a control <img src="/files/3JENrWWGCxnIJL8yGeaX" alt="" data-size="line">;
* click on it, then upload or import  the maps you need.

![](/files/KlGD0D3Vv7VhYUdjEDNE)

Note: If several texture maps are used, they must be of the same size.

### **Ambient Occlusion  map setting**

AOC setting allows you to adjust the desired level of shading on the object, by moving the slider.

<figure><img src="/files/5Jg9Px1WYc4zvYb0jHBK" alt=""><figcaption></figcaption></figure>

### **Roughness setting**

Depending on the level of roughness, the object will scatter as much light as possible that falls on it. If there is a light source in the scene and we set the minimal Roughness, then the reflection from this light source will resemble the light source itself (for example, like reflection from a smooth surface).

As the Roughness approaches the maximum, the light begins to scatter more and more. The maximum Roughness is a relative concept: all the light will be distributed over the surface, there will be no bright glare on the material.

<figure><img src="/files/YsXD2yRlQxHWPiP7WytM" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/noeby10rBixSJddHYd38" alt=""><figcaption></figcaption></figure>

### **Metalness setting**

When the Metalness increases,  we see that our material begins to reflect not only the color of the light source. The metal color appears in the glare.

The color of the metal itself will always be there on the metal, regardless of the lighting. Move the slider of Metalness to set the value you need.

<figure><img src="/files/LMgj5GU82HOTfiD6rkX0" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/whsP86owj6JjZddjQ5RI" alt=""><figcaption></figcaption></figure>

By combining only 2 parameters Metalness and Roughness, we can create materials similar to materials that exist in the physical world. Basically, all surfaces can be described using 3 maps: Base, Roughness, Metalness

### **Emissive setting**

If you move the Emissive slider to the right, the object begins to glow brighter. However, it will not illuminate other objects on the stage. Using this parameter, we can increase the saturation of light on the object.

<figure><img src="/files/DY8cv56jxahOaTo7L4rf" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/0rjsK82Ptg4pWOM8vR6h" alt=""><figcaption></figcaption></figure>

### **Emissive color**

Emissive Color is a color of the emitted light.


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