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Stellar Objects · Material LabAdvanced
PBR Material Studio
Cook-Torrance physically-based shading on a real-time sphere. Tune albedo, metallic, roughness, and lighting — see the same equations Pixar and Unreal use.
◆ Material
Preset
Albedo #ffc757
r: 1.00
g: 0.78
b: 0.34
Metallic: 1.00
Roughness: 0.18
Light angle: 45°
Light intensity: 2.50
Environment: 0.60
Cook-Torrance: fr = kd·c/π + DGF / (4·N·L·N·V). Schlick-Fresnel, GGX distribution, Smith geometry.
Materialgold
F₀ (specular)albedo
α (GGX)0.032
kd0.00
Hex#ffc757