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Pbr Workflows
Advanced Features
Emission (Glowing Materials)
mat.emission_enabled = true
mat.emission = Color(1.0, 0.5, 0.0) # Orange glow
mat.emission_energy_multiplier = 2.0 # Brightness (HDR)
mat.emission_texture = load("res://lava_emission.png")
# Animated emission
func _process(delta: float) -> void:
mat.emission_energy_multiplier = 1.0 + sin(Time.get_ticks_msec() * 0.005) * 0.5
Rim Lighting (Fresnel)
mat.rim_enabled = true
mat.rim = 1.0 # Intensity
mat.rim_tint = 0.5 # How much albedo affects rim color
Clearcoat (Car Paint)
mat.clearcoat_enabled = true
mat.clearcoat = 1.0 # Layer strength
mat.clearcoat_roughness = 0.1 # Glossy top layer
Anisotropy (Brushed Metal)
mat.anisotropy_enabled = true
mat.anisotropy = 1.0 # Directional highlights
mat.anisotropy_flowmap = load("res://brushed_flow.png")
Common Material Presets
# Glass
func create_glass() -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(1, 1, 1, 0.2)
mat.metallic = 0.0
mat.roughness = 0.0
mat.refraction_enabled = true
mat.refraction_scale = 0.05
return mat
# Gold
func create_gold() -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(1.0, 0.85, 0.3)
mat.metallic = 1.0
mat.roughness = 0.3
return mat