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Base color

Base color sets the diffuse color of a dielectric and the reflected color of a metal, combining a factor, a texture, and vertex colors.

CompareBaseColor contrasts authored colors, BoxTextured supplies a color texture, and BoxVertexColors supplies vertex colors. Select Sample model to compare the supplied examples. Drag to orbit and scroll to zoom.

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PBRMaterial reference​

PBRMaterial from @luma.gl/experimental is a typed engine Material backed by the shared pbrMaterial shader module. Its material fields are defined by PBRMaterialUniforms from @luma.gl/shadertools. Pass them through createPBRMaterial(device, {uniforms}) or update them with material.setProps({pbrMaterial: {...}}).

The fields below are optional. Defaults are the shared shader defaults; imported assets can supply other values.

FieldTypeDefaultDescription
baseColorFactorReadonly<Vector4 | NumberArray4>[1, 1, 1, 1]Linear RGBA multiplier, including opacity in alpha.
baseColorMapEnabledbooleanfalseEnables the base-color texture slot.

PBRMaterialBindings​

Texture bindings accept Texture | null. createPBRMaterial() derives the map-enabled flag; the model still needs the corresponding shader define.

BindingModel defineDescription
pbr_baseColorSamplerHAS_BASECOLORMAP: truesRGB RGB color and linear alpha.

Supporting APIs​

createPBRMaterial​

createPBRMaterial(device, {uniforms, bindings, factory}) from @luma.gl/experimental returns a PBRMaterial. uniforms sets the fields listed above, bindings supplies material textures, and the optional factory shares a compatible binding schema across materials. The helper derives map-enabled flags from the supplied bindings; explicit uniform values take precedence.

MaterialFactory​

createPBRMaterialFactory(device) from @luma.gl/experimental creates a reusable engine MaterialFactory configured with the pbrMaterial shader module. Pass this factory to createPBRMaterial() when creating several compatible materials.

Material​

Material from @luma.gl/engine owns material uniforms and texture resources. setProps({pbrMaterial: {...}}) updates uniform values. Pass the material to a compatible Model through its material prop; models sharing it observe the same updates. Use clone({bindings: {...}}) when an appearance needs separate texture resources. Adding a texture or changing a shader feature may require matching defines and a compatible model shader layout.

See the materials guide and pbrMaterial reference.

Usage​

import {Model} from '@luma.gl/engine';
import {createPBRMaterial, type PBRMaterial} from '@luma.gl/experimental';

// device is an initialized Device.
const material: PBRMaterial = createPBRMaterial(device, {
uniforms: {
baseColorFactor: [0.8, 0.3, 0.1, 1],
metallicRoughnessValues: [0, 0.7]
}
});

// modelProps contains your shaders, geometry, and buffer layout.
const model = new Model(device, {
...modelProps,
material
});

glTF support​

Core glTF pbrMetallicRoughness.baseColorFactor and baseColorTexture map directly to these inputs. Base-color texture RGB is decoded from sRGB; alpha is linear. COLOR_0 multiplies the factor and texture. No material extension is required. See opacity and cutouts for alpha handling.

See glTF materials and textures and the extension support matrix for import details.

All engine features