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Principled BSDF - Quick and Easy PBR in Cycles


Aidy Burrows quickly explores all the options in the new Principled BSDF shader node that will be available in 2.79.

Blender’s New Default All-Purpose PBR Shader!

The best shader in Cycles?
The sneakiest PBR shader in Cycles?
The most principled shader in Cycles?
Maybe all of the above?

Darn tootin’!

Will be available in Blender 2.79 - coming soon! Aidy.

About Author

Aidy Burrows

Tutorial co-author with Gleb Alexandrov @ Game Asset Creation Course for the Blender Cloud and Steam. Indie Developer working on projects at Ex Warner Bros Interactive Environment Artist (TT Fusion) Worked on Lego : Marvel, Lego : Movie, Lego : Batman 3 and more.


  1. There may be a reason, but the OCD in me asks why the inputs to this shader (and other nodes/shaders) are not in Alphabetic order?

    Oh, and nice tutorial.

    • haha! Thanks!

      I can't help with the reasoning behind the order really, though it is interesting that they are in almost the same order as the equivalent sockets in UE4.

      :) Aidy.

  2. This shader is tuned in places is not right, inside the shader the roughness channel is connected to the roughness of the diffusion shader, which is not correct.

    • ah good find! Is there a bug in about that? Does the disney brdf also have the roughness connected to diffusion shader? Or has the disney paper been interpreted too differently to compare like that anyway?

      In any case, thanks for the heads up! :) Aidy.

      • Hi, I found this bug in my PBR shader when I noticed that the material looks good on one side, and if you look at it from the other side, everything looks blurry. After a long search, I found out what was the matter, decided to check how it looks in your shader and noticed that everything is the same. After that, I began to search and found out that at high values ​​of the roughness of the diffusion shader the material begins to behave not naturally. Found on the forum on the Internet and there they advised the input of the roughness to be multiplied by approximately 0.333 and only then connected to the diffuse shader.

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