What is Physically Based Rendering (PBR)?
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Definition of Physically Based Rendering (PBR)
Physically Based Rendering (PBR) is a material and rendering approach that utilizes the physical properties of surfaces—such as albedo (base color), roughness (micro-roughness), and metalness. This ensures that materials behave consistently and realistically in any lighting setup. For brands, this means consistent product appearances across all channels, without having to readjust lighting and shaders every time. Our kitchen case study shows how this works in practice: LEICHT IDEA – PBR-accurate kitchen renderings (CGI).
The Most Important PBR Maps
- Albedo (Base Color): pure color information without light or shadow.
- Normal Map: Simulates surface texture for lighting calculations without increasing the geometry.
- Roughness Map: Controls micro-roughness → how much highlights “smear” or are clearly reflected.
- Metalness (Metallic) Map: Determines whether a pixel is metallic (reflects energy differently).
- Ambient Occlusion (AO): darkens crevices and edges to enhance contact shadows.
You can also find a guide to the most important PBR materials in the Adobe/Substance 3D PBR Guide.
Examples of PBR Maps

Which PBR map do I need for rendering?
More information on textures and material creation: Material & Surface Digitization as well as Surface Visualization.
From Technical Term to Visual Experience
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View WorkReal-World Examples & Media
This is what Physically Based Rendering (PBR) looks like in everyday use: Using the same map types (Albedo/Base Color, Roughness Map, Normal, Metallic), we create realistic material properties for wood, fabric, and glass—consistently across all product lines



Workflow at Danthree
- Scanning / Digitization – Surfaces (wood, fabrics, metals) are scanned or procedurally generated.
- Map Creation – Albedo, Normal, Roughness, Metallic, AO, etc.
- Look-Dev & Shader-Setup - Integration of the maps in the render engine.
- Test Render – Test various lighting setups; adjust roughness and metalness.
- Approval & Asset Library – The material is added to your central 3D asset library.
More about the process: 3D visualization studio and 3D modeling.
PBR vs. Traditional Shading (Specular/Glossiness)
FAQ - What is Physically Based Rendering (PBR)?
What is the difference between PBR and traditional shading?
Classic shading often relies on diffuse, specular, and glossiness and requires manual tweaking for each lighting setup. PBR uses physical parameters (roughness, metalness, etc.), which ensures that materials behave consistently across the board. For more background information, check out the NVIDIA GTC talk: "Physically Based Shading in Practice."
What are the minimum maps I need for PBR?
Albedo, Roughness, Metallic, and Normal are considered the base settings. Ambient Occlusion is optional but can improve contact shadows. You can find an overview of the parameters in Adobe Dimension: Standard Materials (PBR Parameters)
Can I convert existing materials to PBR?
Yes. Diffuse becomes albedo, and specular/glossiness can be converted to metal/roughness. Conversion tables or tools in your 3D software can help with this.
Where can I get PBR textures?
Either through your own digitization (scanning/photogrammetry) or from libraries. Be sure to consider licensing rights and the consistency of the maps. You can also find information on the standardized PBR set at Khronos glTF 2.0
