【Blender】Materials and Shading - Introduction to PBR Workflow

Created: 2025-12-06

A beginner-friendly explanation of Blender's material system and PBR workflow basics

Overview

Materials give your 3D models their surface appearance (metal, plastic, wood, etc.). Blender uses a node-based shading system that supports physically based rendering (PBR). This article explains material basics and the PBR workflow.

What is a Material?

A material defines how an object's surface reflects and absorbs light.

  • Color: The base color of the surface
  • Reflection: How light reflects
  • Roughness: Surface smoothness/roughness
  • Metallic: Whether it's metal or non-metal

Adding a Material

  1. Select the object
  2. Properties → Material (sphere icon)
  3. Click "New"

This creates a new material and assigns it to the object.

Shader Editor

For more detailed material settings, use the Shader Editor.

How to open:

  • Select the "Shading" workspace at the top
  • Or in any area, "Editor Type" → "Shader Editor"

Connect nodes to build your material.

What is PBR Workflow?

PBR (Physically Based Rendering) is an approach to material setup based on real-world physics.

Benefits:

  • Achieves realistic appearance
  • Looks natural in any lighting environment
  • Industry standard with high compatibility with other software

Principled BSDF Node

This is the central node for PBR materials in Blender. It's added by default to new materials.

Key Parameters

ParameterDescriptionRange
Base ColorSurface colorColor
MetallicMetal level (0=non-metal, 1=metal)0-1
RoughnessSurface roughness (0=mirror, 1=matte)0-1
IORIndex of refraction (for glass, etc.)1.0-2.5
TransmissionTransparency (for glass, etc.)0-1
EmissionSelf-illumination color and intensityColor and intensity

Common Material Presets

MaterialMetallicRoughness
Plastic00.3-0.5
Wood00.5-0.8
Polished metal10.1-0.2
Rusted metal10.6-0.8
Glass00 (Transmission=1)
Rubber00.8-1.0

Applying Textures

Use textures (images) for more detailed surface appearances.

Adding an Image Texture Node

  1. In Shader Editor, press Shift + A
  2. "Texture" → "Image Texture"
  3. Click "Open" on the node to select an image file
  4. Connect the color output to the corresponding input on Principled BSDF

Common Texture Maps

MapConnect ToDescription
Diffuse/AlbedoBase ColorBase color
RoughnessRoughnessSurface roughness
MetallicMetallicMetal/non-metal areas
NormalNormalSimulated bumps
AO (Ambient Occlusion)MultiplyShadow emphasis

Connecting Normal Maps

Normal maps aren't connected directly - they go through a "Normal Map" node.

  1. Add "Texture" → "Image Texture"
  2. Add "Vector" → "Normal Map"
  3. Image Texture Color → Normal Map Color
  4. Normal Map Normal → Principled BSDF Normal
  5. Set image texture color space to "Non-Color"

Where to Get Textures

Sites for free PBR textures:

Common Problems

Texture Not Displaying

Switch viewport shading to "Material Preview" or "Rendered" (Z key).

Texture is Distorted

Check and fix your UV mapping.

Colors Look Wrong

Check color space settings. Color textures use sRGB, data textures use Non-Color.

Summary

  • Material: Defines object surface appearance
  • Principled BSDF: The core node for PBR materials
  • Metallic/Roughness: The two key parameters for material feel
  • Texture Maps: Used for more detailed surface representation

Understanding PBR materials allows you to create realistic, convincing 3D scenes.