Method
This is a basic transparent material using an alpha blend. This material can be applied to particles, 3D meshes and other objects in a 3D scene.
Alpha Blend Transparent Material |
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BRDF
Name |
Description |
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Colour |
The colour of the material. |
Brightness |
How much light the object absorbs and doesn’t reflect back into the scene. |
Specular Colour |
The colour of specular light reflected from the material. |
Specular Intensity |
Intensity of the specular reflections |
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. |
Metallicness |
Change how metallic the object looks. |
Roughness |
How rough the surface of the material is. |
Baked Diffuse Intensity |
Intensity of the texture supplied via the Diffuse channel – typically used for baked light maps. |
Use Baked Diffuse Map As Ambient Occlusion |
Sets Diffuse Map to become an ambient occlusion map |
Fresnel Diffuse Amount |
The brightness of the fresnel on the diffuse surface |
Alpha / Transparency
Name |
Description |
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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.
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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. |
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. |
Rim Lighting
Name |
Description |
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Rim Lighting Enabled |
Simulates Rim Lighting on the material with respect to the camera. |
Rim Lighting Use Material Colour |
Use the Materials Colour instead of the Rim Lighting Colour. |
Rim Lighting Colour |
Select a colour to use for Rim Lighting. Overwritten by Material Colour with Use Material Colour Enabled. |
Rim Lighting Intensity |
How strong the Rim Lighting is. |
Rim Lighting Falloff |
How far the falloff for the Rim Lighting reaches. |
Settings
Name |
Description |
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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. |
Environment Mapping |
Toggle whether Environment Map reflections will be applied to this material. |
Back Face Cull Mode |
Changes which directions the face will be visible in.
- Double Sided, Both sides of the material will be rendered to the surface.
- Show Front Faces, Only the front side aligned with the normal will be rendered.
- Show Back Faces, Only the back side opposite to the normal will be rendered.
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Flip Polygons |
Toggles whether the polygons are flipped on the material |
Wireframe |
Toggles whether the polygons are wireframe on the material |
Flat Shade Colours |
Toggles whether the material colours are flat shaded |
Displacement / Normals
Name |
Description |
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Normal Smoothness |
Change how much smoothing is done to the edges of the object. |
Smoothing Angle |
Sets the smoothing angle of the mesh faces. The higher the smoother the result. |
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 Mode |
Change how the normal map affects the material. |
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. |
Displacement |
How Much the displacement map affects the object. |
Displacement Offset |
Offset displacement amount for the displacement maps. |
Parallax Amount |
Enables Parallax Occlusion Mapping, and sets how much the material is displaced by it. |
Displacement – Use Polygons UVs |
Uses the Polygon UV’s to fix seams where the UV Map can wrap. |
Displacement – Fix Tessellation Seams |
Can fix tessellation seams where displacement maps are sampled per vertex, and can wrap across polygons. |
Texture
Name |
Description |
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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. |
Metallicness Map |
Select an image to control how metallic different areas of the material are. |
Alpha Map |
Select an image to control the alpha values of different areas of the material, based on luminance. |
Emissiveness Map |
Select a source image to control how emissive an object is, based on luminance. |
UVs
Name |
Description |
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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. |
Diffuse UV Scale X |
Scale the Diffuse UV texture along the X axis. |
Diffuse UV Scale Y |
Scale the Diffuse UV texture along the Y axis. |
Diffuse UV Offset X |
Offset the Diffuse UV texture along the X axis. |
Diffuse UV Offset Y |
Offset the Diffuse UV texture along the Y axis. |
Texture Filter Mode |
Controls how textures used by the material are filtered – through point sampling, linear filtering or anisotropic 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. |
Diffuse Texture Filter Mode |
Controls how textures used by the material are filtered – through point sampling, linear filtering or anisotropic filtering. |
Diffuse Texture Wrap Mode U |
Controls how textures used by the material are wrapped when the U value range exceeds 0 to 1. |
Diffuse Texture Wrap Mode V |
Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1. |
UV Remap Filtering |
Enables filtering for remapping UV’s. Only functions with eligible textures. |
Texture Mip Bias |
Bias the distance at which Mip Maps are swapped for original textures. |
*Diffuse UV set will set only update the UV’s for the diffuse or ambient occlusion textures rather than for all UVs for textures as above.