MicroStation CONNECT Edition Help

Material Editor Dialog (PBR Mode)

Contains settings applicable to Physically Based Rendering (PBR) materials. PBR is a method of rendering for accurate representation of a surface based on its interactions with light. Using PBR simplifies the process of making realistic looking material. The results are more accurate and such materials work equally well in all lighting environments.


Diamond plate PBR material using maps for Base color, Ambient Occlusion, Metallic, Roughness, Height and Normal

You can access this dialog from the following:

Ribbon - Vizualization > Home > Materials dialog launcher > Material Editor Dialog > PBR icon



SettingDescription
Color Defines the Base Color used for the material when rendered.

Clicking the arrow icon opens a menu with the following options:

  • Custom — Uses the custom color. You can define the custom color by clicking the color button to open the Base Color dialog, which lets you define the color. When Custom is selected, the color button displays the selected Base Color.


  • Use element color — Uses the color of the element in the model.


Map icon


Defines whether or not a map for the property is used by the material. Click the arrow icon to open a menu with the following options:
  • On — A map, if defined, will be used in the material. Pausing the pointer over the icon displays the name of the current map.

    If a map is defined, click this icon to open the Map Editor dialog opens, which lets you edit the settings for the map. This includes options for selecting an image file, a procedure, or a gradient. If a map is not defined, clicking this icon opens the Open Image file dialog, which lets you select an image file for use as a pattern map.

  • Off — No pattern map will be used by the material.
Ambient Occlusion Defines the amount of occluded light for the material.
Reflection Defines the reflectance of the material based on its metalness or roughness. Metallic maps are only black and white.
  • Metallic - It is a linear grayscale texture; 0 (black) indicates non-metal and 100 (white) indicates raw metal.
  • Roughness - It describes surface irregularities; 0 roughness indicates surface is glossy and 100 roughness indicates the surface has no gloss.

Left: Metallic = 0, Roughness = 0 | Right: Metallic = 100, Roughness = 0

Surface Defines the bumpiness of a material.
  • Height - defines the height of the bumps; it is a grayscale texture which ranges from 0 (black) to 10 (white). White areas represent higher areas than gray/black areas.
  • Normal - defines the lighting normal to the surface of the texture.

Normal map used. Left: Metallic = 100, Roughness = 0 | Right: Metallic = 50, Roughness = 50 (Like an Aluminum finish)

Glow Defines the amount of light the material appears to emit. This value adds to the overall reflectance of the material, independent of the amount of incoming light.
  • Emissive - defines the brightness of the color of light emitted by the material. Darker colors will have lower emissive value.
Transparency Sets a material's transparency. Useful for glass, water, gemstones and other transparent materials.
  • Opacity - defines the percentage of incoming light that is not transmitted directly through the material. Values may range from 0 (clear) to 100 (opaque) and may be typed in the text field, or adjusted using the slider.
  • Refract - defines how the material refracts light. For example this value for Air is 1.