PBR
What is PBR?
How it works
Metallic-roughness vs specular-glossiness
Albedo + metallic + roughness
Core maps
Near 0 or 1, rarely between
Metallic values
Metallic-roughness vs specular-glossiness
Metallic-roughness
Specular-glossiness
Inputs
Base color, metallic, roughness
Diffuse, specular color, glossiness
Memory
Two grayscale maps, often channel-packed
Extra RGB specular map
Adoption
glTF core, Unity, Unreal default
Legacy pipelines, some offline renderers
Error tolerance
Hard to break energy conservation
Easy to author non-physical values
In Meshy Every textured model ships the full PBR metallic-roughness set (albedo, metallic, roughness, normal), editable via AI Texturing prompts.
Use cases
Last updated September 14, 2026









