Method

Create a material that can be applied to particles, 3D meshes and other objects in a 3D scene.

Material

Name Description
Colour The colour of the material.
Specular Colour The colour of specular light reflected from the material.
Brightness How much light the object absorbs and doesn’t reflect back into the scene.
Alpha Change the alpha value of the material.
Alpha Mode Change how the alpha image affects the material.
  • Opaque, The material is rendered solid, completely occluding any pixels behind it in the view.
  • Alpha To Coverage, The material is rendered solid, but alpha values are converted into a dither pattern to allow textured alphas to shape the output.
  • Alpha Blend, The material is rendered transparent and the Blend Mode is used to control blending.
Blend Mode Change how the material once added to an object blends with the scene. Only functions with “Alpha Mode” set to “ Alpha Blend”. See Blend Modes for details.
Shader Ability to over-ride internal shader. See writing custom shaders.
Colour Texture Select a source image to add a colour texture to the material.
Normal Map Select a source image to add a normal map to the material.
Specular Map Select a source image to add a specula map to the material.
Diffuse Map Select a source image to add a diffuse map to the material.
Displacement Map Select an image to displace the mesh based on the luminescence values of the image. Can be used with the “Subdivision Levels” attribute in the 3D Object node.
Roughness Map Select an image to control how rough different areas of the material are, based on luminance.
Alpha Map Select an image to control the alpha values of different areas of the material, based on luminance.
Metallicness Change how metallic the object looks.
Roughness How rough the surface of the material is.
Specularity How much specular light is reflected from the object.
Specular Anisotrophy Change the shape of the specular highlight.
Emissiveness How much of a glow is emitted around the object. Requires “high dynamic range” to be turned on in the root.
Baked Diffuse Intensity Intensity of the texture supplied via the Diffuse channel – typically used for baked light maps.
Density How dense the material is. Used in sub-surface scattering, and glass shading.
Glow Amount Control how much the object glows.
Motion Blur Velocity Scale Scale how much motion blur is affected by the objects movement.
Alpha Sort Bias Biases the alpha sorting of the objects using this material, if they are transparent, so they are drawn earlier or later in the sorting order.
Displacement How Much the displacement map affects the object.
Normal Map Strength Change how strong the normal map effect is. Only functions if a normal map is selected in the “normal map” attribute, and the normal map mode is set to “normal mapping”.
Normal Map Smoothness The smoothness of the edges of the object the material is applied to.
UV Scale X Scale the UV texture along the X axis.
UV Scale Y Scale the UV texture along the Y axis.
UV Offset X Offset the UV texture along the X axis.
UV Offset Y Offset the UV texture along the Y axis.
Texture Filter Mode Controls how textures used by the material are filtered – through point sampling, linear filtering or anisotrophic filtering.
Texture Wrap Mode U Controls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
Texture Wrap Mode V Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
Lit Toggle whether the material can be lit by lights in the scene.
Casts Shadows Toggle whether the objects the material is applied to casts shadows.
Subsurface Scattering Toggle whether the objects the material is applied to has screen space subsurface scattering applied.
Environment Mapping Toggle whether Environment Map nodes will be applied to this material.
Reflections Toggle whether the material surface can reflect other objects in the scene.
Refractions Toggle whether light can be refracted Inside the objects the material is applied to.
Normal Smoothness Change how much smoothing is done to the edges of the object.
Normal Map Mode Change how the normal map affects the material.
Blend Mode Change how the material and the objects the material affects blend with the scene. Only functions if “Alpha Blended” is selected in the “Alpha Mode” attribute.
Normal Map – Invert Normal X Invert the normal map along the X axis.
Normal Map – Invert Normal Y Invert the normal map along the Y axis.
Normal Map – Invert Normal Z Invert the normal map along the Z axis.
Rim Lighting Enabled Simulates Rim Lighting on the material with respect to the camera.
Rim Lighting Intensity How strong the Rim Lighting is.
Rim Lighting Falloff How far the falloff for the Rim Lighting reaches.

Outputs

Output a material that can be used by any node with a material input.