I had to look up "PBR" to find out what you were talking about. Physically-Based-Rendering, as it turns out. You are going to be a little limited in terms of the PBR effects you can apply in Godot just from the get-go. PBR is an advanced shading technique. So it is entirely possible to achieve a certain approximation in Godot. But you probably won't be able to just export PBR effects from Blender. And you almost certainly won't be able to emulate them exactly. Godot is a real-time engine, and there are certain effects that you just won't be able to reproduce at real-time. Some of those effects require too much performance to be rendering them 30 times a second minimum.<br id="null"><br id="null">That said, it should be possible for you to generate custom shaders for Godot that get your Blender models looking fairly close to how they look in Blender. Look into how to write custom shaders for Godot, and figure out how to approximate some of the effects you are describing. That's your best option.<br id="null"><br id="null">Godot can create fairly complex projects. It has a lot of the basics that you would need to create higher-end graphics, and the performance of the engine is fairly solid. The biggest issue is that it just doesn't come with very many pre-made graphical assets, and high-end graphical assets take quite a bit of time to produce. (or cost a lot for someone else to produce them)