Method

A basic diffuse material, similar to the default material node but without any specular settings.

Diffuse materials

BRDF

Name Description
Colour The colour of the material.
Brightness How much light the object absorbs and doesn’t reflect back into the scene.
Baked Diffuse Intensity Intensity of the texture supplied via the Diffuse channel – typically used for baked light maps.
Fresnel Diffuse Amount The brightness of the fresnel on the diffuse surface.
Use Baked Diffuse Map As Ambient Occlusion Sets Diffuse Map to become an ambient occlusion map.

Rim Lighting

Name Description
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
Casts Shadows Toggle whether the objects the material is applied to casts shadows.
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.
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
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
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.
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.

UVs

Name Description
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.

Misc

Name Description
Motion Blur Velocity Scale Scale how much motion blur is affected by the object’s movement.
Glow Amount Control how much the object glows.
Density How dense the material is. Used in sub-surface scattering, and glass shading.

Ray Depth

Name Description
Use Global Settings Use the settings set in a Raytracing Node over these internal settings.
Max Diffuse Depth Sets the max diffuse bounces for the material.
Max Glossy Depth Sets the maximum specular bounces for the material.
Max Refraction Depth Sets the max refracted bounces for the material.

Outputs

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