Use a physically based material to create realistic looking objects in Meta Spark Studio. The different properties in this material allow you to add surface roughness, metallic effects, and lighting that mimics real world light.
Physically-based materials work best on modern devices. Meta Spark Studio won't show physically-based materials in effects on older devices.
For a complete physically-based material, you'll need:
To create a physically-based material:
When you've created a physically-based material you'll be able to edit these properties in the Inspector:
Albedo is the base color and texture of the material. You'll see 2 options here:
Below, we've added an Albedo texture:
Surface Parameters and ORM texture
This is where you'll apply an ORM texture, using the dropdown next to ORM Texture. You can then adjust the sliders, to control:
Meta Spark Studio packs ORM values into the RGB channels in that order.
Here, we've added an ORM texture to a physically-based material:
This is where you'll add a normal map. The normal map lets you create the appearance of bumps, grooves and rivets without adding extra geometry to your object. Representing these details as a texture instead of geometry will increase the performance of your effect.
To add a normal map:
The surface of the object now looks textured, and more like a real material:
You’ll notice that as well as adding the normal map texture, we also change the Strength. This value changes the strength of the normal map texture, which has the effect of making the texture more or less prominent. Values between 0 and 1 will limit the texture’s effect. Values above 1 will exaggerate it. Negative values will invert the normal map
Check this box to allow your material to illuminate from itself. Light emitted will only affect your material, not other materials in your scene - like a standard light source would.
You can also use the Color option to:
The emission texture and color will modulate.
Apply either a preset environment texture, or import your own.
Environment textures use images to provide lighting that mimics lighting in a real-life setting. For example the lighting in an office or outside on the beach.
Below, we've added an environment light, ORM texture and normal map:
Scale the textures you've applied to your material.
Shift the origin of your textures.
Render Options and Advanced Render Options
Edit these properties to control how the material renders in the scene.
The object this material is applied to.