Method
Create a material that can be applied to particles, 3D meshes and other objects in a 3D scene.
Material
Name | Description |
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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.
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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. |
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.