Physically Based Rendering (PBR) is the latest enhancement to our QuickVision display system. This method of rendering promises photorealistic lighting in 3D environments and physically accurate distribution patterns of light and material definitions. PBR accurately represents a surface based on its interactions with light. Using PBR simplifies the process of creating realistic looking materials, resulting in a very accurate representation of surfaces that work well in all lighting environments.
MicroStation only supports the Metal/Roughness model for the time being. (PBR material samples found over the Internet generally provide both Glossy/Specular model and Metal/Roughness model formats.)
Motorcycle rendered in MicroStation using PBR settings
You can access the PBR material settings in the Material Editor dialog by selecting the blue PBR icon.
Maps for various settings like Height, Normal, Ambient Occlusion, Metallic, Roughness etc. can be used to achieve the desired effects on materials.
Image rendered in MicroStation. Diamond Plate PBR material using Base color map and maps for ambient occlusion, metallic, roughness, height and normal.
PBR uses mathematical equations to compute how a light source will diffuse or reflect when it interacts with two primary types of material: Metals (conductors) and non-metals (dielectrics). For Physically-based rendering of a material you don’t have to manually tweak every lighting condition like you would do for non-PBR implementations of light. You can conveniently adjust the sliders associated with each map to set its value and view the results without the need to render the scene. This allows for faster production of assets along with enhanced visuals. In short, a very realistic look with less effort.
Please go ahead and give the new PBR settings a try.
For more information on PBR in MicroStation please the below articles:
Getting Started with PBR