PBR (Physically based rendering) Advanced takes all the possibilities of the PBR render property and adds further levels of realism, including:
Clearcoat enables the reproduction of a clear coating (such as varnish or water) on materials where light is reflected before being transmitted to the base layer.
Clearcoat is enabled by applying a Clearcoat Normal Texture and optionally a Clearcoat Roughness Texture.
| Without Clearcoat | With Clearcoat |
|---|---|
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Screen space reflections (SSR) applied as a camera effect can be enabled for the PBR Advanced render property.
This enables reflective surfaces appear true to life.
Screen space reflections are enabled in the Albedo settings.
| Without Screen Space Reflections | With Screen Space Reflections |
|---|---|
![]() | ![]() |
| No objects are reflected in the paintwork of the vehicle body. | The post is reflected in the paintwork of the vehicle body. |
Sub-surface scattering provides realistic rendering for translucent materials such as plastics.
Sub-surface scattering is enabled by setting the properties in the Translucency Transmission Color settings.
| Without Sub-surface scattering | With Sub-surface scattering |
|---|---|
![]() | ![]() |
| The light source is on but the light and objects behind do not pass through the translucent roof. | The translucent material (playhouse roof) allows light placed behind the material to pass through.
Objects in between the light and translucent material can also be seen. |
Alpha Mode allows images with transparency to display any objects or scenes behind them.
See Alpha Mode below for more information.
Alpha Mode allows images with transparency to display any objects or scenes behind them.
For Render Properties, other than Glass, the Alpha Mode can be set to:
Will display any alpha in the image as fully visible.
Will display any alpha in the image as fully visible or fully transparent, depending on the Cutout Threshold.
Set a value between 0 and 255 for the threshold to use to determine the pixels that will be displayed.
Using images with transparency, with the Cutout Alpha Mode, can enhance the DriveWorks 3D model by reducing the need for complex geometry.
For example, the image below:

Can be applied, as an appearance, to a Model.
The gray and white chequered background represents the alpha channel used in the image.
The Alpha Mode settings applied are shown in the table below:
| Default | Cutout |
|---|---|
![]() | ![]() |
The settings available on the PBR Advanced render property are grouped into the following categories:
Albedo sets the color to use for the appearance and will factor in the reflection color when a material is metallic.
When a Diffuse Texture is applied the RGB values will tint the diffuse texture.

Values applied to the Red, Green, Blue and Alpha parameters will set the color for the albedo of the Appearance.
Will apply a hexadecimal value to Albedo in the Parameter Panel.
Modifies the amount of red in the Diffuse Color. Enter a number from 0 to 255.
Modifies the amount of blue in the Diffuse Color. Enter a number from 0 to 255.
Modifies the amount of green in the Diffuse Color. Enter a number from 0 to 255.
Controls the alpha channel or transparency of the Diffuse Color. Enter a number from 0 to 255.
If the geometry with the Albedo applied is to have Shadow Casting or Edge Sketch applied, the appearance is required to be fully opaque.
The alpha applied needs to be exactly 255. Anything less than this value is considered not fully opaque.
Albedo also includes properties that describe the surface of the material:
Low values appear shiny or glossy, high values appear rough or matte.
When a Roughness Texture is applied this value will multiply the roughness in the texture image (0.5 will decrease the roughness by 50%).
Metallic makes the albedo factor in the reflection color.
This setting reduces the brightness of the diffuse lighting component and increases the specular (as metals reflect a lot more light rather than absorb or scatter it).
When a Metallic Texture is applied this value will multiply the metallicness in the texture image (0.5 will decrease the metallicness by 50%).
Ambient Occlusion is the brightness of the lighting from the environment map, both the image-based ambient and the reflection.
When a Ambient Occlusion Texture is applied this value will multiply the ambient occlusion in the texture image (0.5 will decrease the ambient by 50%).
The PBR Advanced render property also includes the following settings to add further levels of realism:

Clearcoat Strength is a value that acts as a multiplier on the visibility of the clearcoat effect. A value of 0 turns off the effect completely.
Clearcoat Roughness is a value for a second roughness parameter used to replace the main roughness value for the clearcoat effect's specular reflection.
When a Clearcoat Roughness Texture is applied this value will multiply the ambient occlusion in the texture image (0.5 will decrease the ambient by 50%).
Check to turn SSR on.
Screen Space Reflection properties are set in the camera effects.
Check to turn refraction on.
Enabling refraction will impact performance of the 3D scene.
Controls how much the light is refracted.
A value of 1 will have no refraction and 1.5 is approximately like glass.
How much the refraction effect splits the red/green/blue light towards a rainbow effect.
This value is a multiplier for the Emissive Texture applied.

Values applied to the Red, Green, Blue and Alpha parameters will set the color for the Translucency Transmission Color of the Appearance.
Will apply a hexadecimal value to Translucency Transmission Color in the Parameter Panel.
Modifies the amount of red in the Transmission Color. Enter a number from 0 to 255.
Modifies the amount of blue in the Transmission Color. Enter a number from 0 to 255.
Modifies the amount of green in the Transmission Color. Enter a number from 0 to 255.
Translucency Transmission Color also includes properties that describe the translucency of the material:
These values are typically set between 0 and 1, in some cases a little higher to achieve the desired look.

Offset an applied texture in the X Axis. Allows you to position textures accurately on surfaces. Enter a number.
Offset an applied texture in the Y Axis. Allows you to position textures accurately on surfaces. Enter a number.

Modifies the scale of a texture to suit the size of the model.
Enter a number from 0 and above.
See Scaling Textures below for information on how scaling affects the applied texture image.
Modifies the scale of a texture to suit the size of the model.
Enter a number from 0 and above.
See Scaling Textures below for information on how scaling affects the applied texture image.
Change the rotation of a texture on a model. Enter a number from 0 to 360.
Scaling Textures
The scale of a texture is applied differently when World Position Textures is enabled.
A scale of 0.5 will stretch or shrink half of a texture repetition over the corresponding axis of the geometry it is applied to.
A scale of 1 will stretch or shrink one full texture repetition over the corresponding axis of the geometry it is applied to.
A scale of 2 will stretch or shrink two full texture repetition over the corresponding axis of the geometry it is applied to.
For example:
Geometry Scale in the X and Y axis = 0.5 (meters)
Texture Transform Scale X and Y axis = 1
Will result in one full texture repetition over the 0.5 meter of the X and Y axis.

A scale of 0.5 will apply half of a texture repetition over a 1 meter length in the corresponding axis.
A scale of 1 will apply one full texture repetition over a 1 meter length in the corresponding axis.
A scale of 2 will apply two full texture repetition over a 1 meter length in the corresponding axis.
For example:
Geometry Scale in the X and Y axis = 0.5 (meters)
Texture Transform Scale X and Y axis = 1
Will result in half a full texture repetition over the 0.5 meter of the X and Y axis.

World Position textures allow seamless texturing over multiple models.

To understand how a World Position Texture is scaled see Texture Transforms settings above.
| World Position Textures Disabled | World Position Textures Enabled |
|---|---|
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| The same textured appearance applied to multiple geometries does not flow seamlessly when one of the geometries differs in size. | Enabling World Position Textures allows the same texture to flow into geometries with a different size without the need for complex calculations to scale the texture. |
The following parameters can be selected:
Checking each checkbox will add that world position axis value at each pixel's location, to the corresponding texture coordinate value.
This has the effect of making the texture flow along that axis in world space.
Checking this will enable World Position Textures.
A rule can also be built for this from the parameter panel by selecting the Enabled (with the address WorldPositionEnabled) property.
Checked by default
Check to add the horizontal X axis to the corresponding texture coordinate value.
Unchecked by default
Check to add the horizontal Y axis to the corresponding texture coordinate value.
Checked by default
Check to add the horizontal Z axis to the corresponding texture coordinate value.
Unchecked by default
Check to add the vertical X axis to the corresponding texture coordinate value.
Checked by default
Check to add the vertical Y axis to the corresponding texture coordinate value.
Unchecked by default
Check to add the vertical Z axis to the corresponding texture coordinate value.

Select a diffuse texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Select a roughness texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Select a normal texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Select a metallic texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Select an ambient occlusion texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Select an emissive texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Select a Clearcoat Normal Texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Select a Clearcoat Roughness Texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.
Real world material appearances are best achieved by applying PBR texture images.
Many online resources offer free PBR texture downloads such as Poly Haven, Textures.com, Free PBR and cgbookcase.com.
The files downloaded from these sites will include various image files.
These will be suffixed with a name that corresponds to the following Texture properties:
Other files may be included in the downloads (for example _height or _preview suffixed images), these are not required for the PBR Advanced render property.
The lighting model, of the PBR Advanced render property, relies heavily on having an Environment Map applied to display realistic reflections.
Using a HDRI image will give the best results.
Once the images have been applied, finer adjustments can be made to the appearance using the properties found in the Albedo, Texture Offset and Texture Transforms groups of settings.
DriveWorks has other render properties available to use on an Appearance.
These add different levels of realism to an Appearance.