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Recipe

PBR Materials

Physically-based rendering material setup for consistent, realistic surfaces across all lighting conditions.

Overview

PBR materials use albedo, roughness, metallic, and normal maps to simulate real-world surface behavior. Meridian's renderer follows the Cook-Torrance microfacet model with GGX distribution.

Texture Maps

  • Albedo — Base color without lighting information. sRGB, no shadows or highlights baked in.
  • Normal — Tangent-space surface detail. DirectX (-Y) convention, BC5 compression.
  • Roughness — Microsurface irregularity. 0 = mirror, 1 = diffuse. Packed in G channel of ORM map.
  • Metallic — Conductor vs dielectric. Binary in most cases. Packed in B channel of ORM map.
  • Ambient Occlusion — Local occlusion for micro-shadowing. Packed in R channel of ORM map.

Material Presets

MaterialRoughnessMetallic
Plastic0.4–0.60.0
Wood0.5–0.80.0
Steel0.2–0.41.0
Gold0.1–0.31.0
Glass0.0–0.10.0

Tip: Always use linear color space for roughness and metallic maps. sRGB sampling on these channels will produce incorrect specular response.