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PBR Materials

PBR (Physically Based Rendering) mode uses metallic/roughness shading. It produces more realistic results than Classic mode, especially for metals, plastics, and surfaces with varied material properties.

Enable it: WebAR panel → Export Settings → Material Mode → PBR


How it works

The runtime uses Three.js MeshStandardMaterial. The base color comes from the GLB's embedded material. Additional maps are specified per-object in the WebAR Object panel.


Per-object material properties

These appear in Properties → Object → WebAR Object → Material (PBR) when Export Materials is enabled.

Property Type Description
Normal Map File (PNG/JPG) Tangent-space normal map. Same as Classic mode.
ORM Map File (PNG/JPG) Combined texture: R = Occlusion, G = Roughness, B = Metalness. Preferred over separate maps.
Roughness Map File (PNG/JPG) Roughness (channel R). Ignored if an ORM map is set.
Metalness Map File (PNG/JPG) Metalness (channel R). Ignored if an ORM map is set.

ORM map explained

The ORM (or ARM) texture packs three maps into one file to save memory and texture slots:

Channel Data Range
Red (R) Ambient Occlusion 0 = occluded (dark), 1 = fully lit
Green (G) Roughness 0 = mirror smooth, 1 = fully rough
Blue (B) Metalness 0 = non-metal, 1 = fully metallic

Most 3D tools (Substance Painter, Marmoset, etc.) can export ORM directly. If yours doesn't, you can combine separate maps in Photoshop or any image editor by placing each map in the correct channel.


Normal Map Scale

A global setting in the main panel (Export Settings → Normal Map Scale) that adjusts the strength of all normal maps in PBR mode.

Value Effect
0.0 No normal map effect (flat)
1.0 Full strength (default)
2.0 Doubled intensity
3.0 Maximum (may look exaggerated)

Transparency

Same as Classic mode. See Classic Materials → Transparency.


PBR vs Classic — when to choose

Situation Recommendation
Low-end mobile devices or many objects Classic
Metals, plastics, realistic surfaces PBR
Stylized or cartoon look Classic
You have Substance Painter textures PBR
You have a diffuse + specular workflow Classic

Tips for PBR mode

  • Always use an ORM map if possible — it's more efficient than three separate textures
  • Metalness should be close to 0 or 1 — avoid middle values on real materials (metal or not metal, rarely in between)
  • Roughness 0.0–0.1 = mirror surface (polished chrome), 0.5 = plastic, 0.9–1.0 = chalk or rough concrete
  • Keep normal maps in linear color space (not sRGB) when exporting from your texture tool