---
title: "OpenPBR Shading Model"
canonical: "https://documentation.chaos.com/space/APPSDK/132781394/OpenPBR%20Shading%20Model"
format: markdown
---
This page provides information about the OpenPBR shading model in V-Ray Material.


## **Overview**

---

OpenPBR is an open-source Physically-based Rendering shading model created by Adobe and Autodesk.

V-Ray implements it as a switchable model in the V-Ray Material. *Currently, it's not supported with V-Ray GPU. *

To use OpenPBR Shading Model: 

```
BRDFVRayMtl::option_shading_model=1

	where (0 - V-Ray, 1 - OpenPBR)
```

By default, this option is set to (0), V-Ray.

## **Layer Structure**

---



---


| **openPBR name (data type)** | **V-Ray plugin name (data type)** |
| --- | --- |
| base_color (color3) | diffuse (acolor texture) |
| base_weight (float) | diffuse (acolor texture) |
| base_diffuse_roughness (float) | roughness (float texture) |
| base_metalness (float) | metalness (float texture) |
| specular_color (color3) | reflect (acolor texture) |
| specular_weight (float) | reflect (acolor texture) |
| specular_roughness (float) | reflect_glossiness (float texture) |
| specular_roughness_anisotropy (float) | anisotropy (float texture) |
| specular_ior (float) | fresnel_ior (float texture) |
| transmission_weight (float) | refract (acolor texture) |
| transmission_color (color3) | rfresnel_ior (float texture) |
| transmission_depth (float) | :minus: |
| transmission_scatter (color3) | :minus: |
| transmission_scatter_anisotropy (float) | :minus: |
| transmission_dispetion_scale (float) | dispersion_on (bool) |
| transmission_dispetion_abbe_number (float) | dispersion (float) |
| subsurface_weight (color3) | translucency_amount (float texture) |
| subsurface_color (color3) | translucency_color (acolor texture) |
| subsurface_radius (float) | fog_color (color) |
| subsurface_radius_scale (color3) | fog_mult (float) |
| subsurface_scatter_anisotropy (float) | :minus: |
| coat_color (color3) | coat_color (acolor texture) |
| coat_weght (float) | coat_amount (float texture) |
| coat_roughness (float) | coat_glossiness (float texture) |
| coat_roughness_anisotropy (float) | :minus: |
| coat IOR (float) | coat_ior (float texture) |
| coat_darkening (float) | :minus: |
| fuzz_color (color3) | sheen_color (acolor texture) |
| fuzz_weight (float) | sheen_amount (float texture) |
| fuzz_roughness (float) | sheen_glossiness (float texture) |
| emission_luminance (float) | self_illumination (acolor texture) |
| emission_color (color3) | self_illumination (acolor texture) |
| thin_film_weight (float) | thin_film_on (bool) |
| thin_film_thickness (float) <sup>[1](https://docs-chaos.atlassian.net/wiki/spaces/THEORY/pages/116719660)</sup> | thin_film_thickness_min (float) / thin_film_thickness_max (float) |
| thin_film_ior (float) | thin_film_ior (float texture) |
| geometry_opacity (float) | opacity (float texture) |
| geometry_thin_walled (boolean) | refract_thin_walled (bool) |
| geomenty_normal (vector3) | bump_map (acolor texture) |
| geometry_tangent (vector3) | :minus: |
| geometry_coat_normal (vector3) | coat_bump_map (acolor texture) |
| geometry_coat_tangent (vector3) | :minus: |