Lego Pbr Shader

by Krisego in Surfacing


Documentation for Lego PBR Shader:

Lego PBR Shader Node:

  • INPUT:
    • Base Color: Main color input used by all sub-shader nodes. Textures and plain RGB/HSV/Hex values are accepted.
      • Random Color: A fac value for the mix between the base color and a randomized color (relies upon Scale input for texture scale). Lower values decrease appearance of the randomized color.
    • Transparent: A fac value for how transparent the object will be (recommended to be either 0 or 1 for best results).
      • Trans. Color: Main color input used for the transparent aspect of the Milky shader.
      • Alpha: Value for the alpha of the shader (1 = solid; 0 = completely invisible). The alpha output from a texture/image node is usually used for this input.
      • Diffuse Fac: A fac value that controls how much solidity is apparent in the transparent shaders (Transparent Solid, Transparent Alpha, and Glitter utilize this input). Lower values, more transparency.
      • Emission: A fac value that controls how much emission is present in the Volume output of the main node unit. Higher values, more emission (light).
      • Decoration: A fac value that tells the shader which transparency method is being utilized (Transparent input cannot equal 0, or this input will not be considered in the calculation). Set the input to 1 if a texture is being used along with transparency (handy for textures that have alpha channels).
    • Speckle: A fac value that determines how much of the Speckle shader is used (recommended values are 0 and 1). A value of 0 deactivates the Speckle shader node.
      • Speckle: A color input for the second color used in the Speckle node’s random voroni texture. RGB/HSV/Hex values and texture/image nodes are accepted as inputs and considered in the calculation.
    • Glitter: A fac value that determines how much of the Glitter shader is used (recommended values are 0 and 1). A value of 0 deactivates the Glitter shader node.
      • Black/White: Determines glitter color (0 = Black; 1 = White)
    • Milky: A fac value that determines how much of the Milky shader is used (recommended values are 0 and 1). A value of 0 deactivates the Milky shader node.
      • Opacity: Determines the opaqueness of the shader.
      • Emission Color: Color input for the emission color of the shader.
    • Metal: A fac value that determines how much of the Metal shader is used (recommended values are 0 and 1). A value of 0 deactivates the Metal shader node. A texture can be used to make certain parts of the mesh metallic.
    • Chrome: A fac value that determines how much of the Chrome shader is used (recommended values are 0 and 1). A value of 0 deactivates the Chrome shader node. A texture can be used to make certain parts of the mesh chrome.
    • Pearlescent: A fac value that determines how much of the Pearlescent shader is used (recommended values are 0 and 1). A value of 0 deactivates the Pearlescent shader node. A texture can be used to make certain parts of the mesh pearlescent.
    • Rubber: A fac value that determines how much of the Rubber shader is used (recommended values are 0 and 1). A value of 0 deactivates the Rubber shader node. A texture can be used to make certain parts of the mesh rubber.
    • Cloth: A fac value that determines how much of the Cloth shader is used (recommended values are 0 and 1). A value of 0 deactivates the Cloth shader node.
    • Dents: Controls how strong the dents imperfection effect appears on the surface of the mesh.
    • Scratches: Controls how strong the scratches imperfection effect appears on the surface of the mesh.
    • Fingerprints: Controls how strong the fingerprints imperfection effect appears on the surface of the mesh.
    • Smears: Controls how strong the smears imperfection effect appears on the surface of the mesh.
    • Roughness: The base roughness value used by the shader node (does contribute a significant effect on the overall roughness of the shader!).
    • Bump: Allows the input of bump textures for prints and stickers found on Lego bricks (bump texture is converted to non-color data and is used in a bump texture to give the illusion of depth).
    • Scale: Input is used for the scale of various aspects of the shader such as texture scale (imperfections), the scale for the SSS (Subsurface Scattering), and a few other items.
    • Method: A fac value for determining which vector method is used by the shader node for mapping textures (cloth, imperfections, etc.). Set the value at 0 for the shader to automatically make its own vectors (not recommended for deforming objects!). Set the value at 1 for the shader to utilize the data from the UV input (highly recommended for deforming objects, such as bendy minifigures).
    • UV Map: Input a UV map for a UV map node for the object (has to be done for each deforming object). Recommended procedure is to set the Method input to 1 and then create a UV map for the object by going into Edit Mode, unwrapping the object using Smart UV Project, and then finding a suitable scale based off of the current texture results (this last step can be skipped at times depending on the results of the Smart UV Project algorithm).
  • OUTPUT:
    • Shader: Output of all shader nodes for the surface of the object.
    • Volume: Output of all shader nodes for the volume of the object.
    • Displacement: Output of all normal nodes the depth of the object. This uses up a huge amount of RAM, so please be cautions with how you use this aspect. Blender will need to utilize at least 15 GB of RAM for a full render. Please note that this excludes the RAM used by the system and other running programs.

Vector Node:

  • OUTPUT:
    • Bumps Vector: Vector utilized by bumps node.
    • Cloth Vector: Vector utilized by cloth node.
    • Chrome Vector: Vector utilized by chrome node.
    • Dents Vector: Vector utilized by dents node.
    • Fingerprints Vector: Vector utilized by fingerprints node.
    • Smears Vector: Vector utilized by smears node.
    • Speckle Vector: Vector utilized by speckle node.
    • Scratches Vector: Vector utilized by scratches node.
    • Surface Vector: Vector utilized by surface node.
  • INPUT:
    • Method: (refer to documentation found in the previous section)
    • Value: A value that slightly modifies the vector scales.
    • UV Map: Input for a UV Map.

A downloadable PDF copy of the Lego PBR Shader documentation can be found here on Box: https://app.box.com/s/lm0k6ruqg7p4c6vq657iwqr1c6m0q6lo

You can view and download preview photos of the shader on Box: https://app.box.com/s/2rj5yw6agr6b2f1v7fuyezn0ohxbz2ee

  • Full version of Lego PBR Shader with surface imperfections (can achieve results exactly like product images) and the lite version as well for quick preview renders. This purchase option also included the prior version of Lego PBR Shader.

    $15
  • Simplified version of all shaders with no surface imperfections, therefore no added realism. Great for getting started with Lego PBR Shader for an inexpensive price.

    $5
$15

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Details
Sales 50+
Dev Fund Contributor
Published over 5 years ago
Software Version 2.8, 2.81, 2.82
License Editorial