PBR Materials new in Rhino WIP

New in Rhino WIP is support for industry standard Physically based rendering (PBR) materials. PBR is becoming a standard material format across many platforms.

PBR materials tend to give very realistic representations of complex materials by layer multiple textures on various properties in a material.

We are very excited to release the new PBR materials in both the:
windows8logo Download Rhino WIP (Work-In-Progress) for Windows…
finderLogo Download Rhino WIP (Work-In-Progress) for Mac…

To learn how to get started with PBR materials see the PBR WIP Basic Documentation


Great! works for raytraced/cycles only or also in rhino renderer?

Hi Anika - In Rhino 7 (i.e. the current WIP), the renderer uses the same engine as what the Raytraced display mode uses.

Really excited about this. Tried it once, and worked great. Seemed I needed to manually specify the files for each slot, even tho the Rhino 7 info says Rhino can try to import a folder of materials and auto-place them in the slots.

How do I get it to do this?

Hi Alan - the naming of the files needs to be right for that to work.
Can you provide the source of the materials that you are using and a list of the file names?

They’re in a folder, because as I’m learning, I need to also download each slot-image individually, too. Got this from CC0textures.com but also did some from Textures.com


Sure, here’s the one from Texures.com


Sure, here’s the one from Texures.com


And here’s the one rom CC0Textures.com


Also wondering what filetypes work as “Material Library” since they’re cut-off when I try to see the drop-down options in the file explorer window that pops up when I try to open one.

Hi guys, the material panel isn’t working on my latest WIP.
It works for the other materials, just not for PBR. I see a flicker when I mouse over though.

Hey Jørgen - I think that the developers will want some more details on this…

Playing with the PBR materials in WIP, I’m not seeing individual slots to drop the different types of textures - displacement, normal etc, am I missing something?
only the color channel has the option. all the others have a check box but nothing else.
example: if I have a bump map (normal) where do I put it?

I watched the latest tutorial ( I believe) with the toy gun but no actual demonstration of grabbing the files from the texture site and setting up the materials in rhino.

Oh what the hell. I slid the menu bar over and waalaa, theres the rest of the options… lol wow I need some coffee :grin:

I tried the “Create Physically Based material from texture files” option. Using a Substance SBSAR file and the Thea Substance converter program gives me two outputs, one for Thea materials and a folder containing separate image files.I used these file to create the PBR material for use in Rhino. All I had to do was select all of the images in the folder at one time, follow the prompts and it worked.

Very nice.