Method
A basic metallic material, similar to the default material node but default metallic settings.
Metallic material |
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BRDF
Name |
Description |
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Specular Colour |
The colour of specular light reflected from the material. |
Specular Intensity |
Intensity of the specular reflections |
Specular Anisotropy |
Change the shape of the specular highlight. |
Roughness |
How rough the surface of the material is. |
Use Colour Map as Specular |
Use the input colour map as a specular map. |
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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Casts Shadows |
Toggle whether the objects the material is applied to casts shadows. |
Reflections |
Change what types of reflections will be reflected by the material.
- Raytraced, Toggle whether Raytraced reflections will be applied to this material.
- Voxel Cone, Toggle whether Voxel Cone lighting will be applied to this material.
- Screen Space, Toggle whether Screen Space reflections will be applied to this material.
- Probes, Toggle whether Probe reflections will be applied to this material.
- Environment Mapping, Toggle whether Environment Map reflections will be applied to this material.
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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. |
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 |
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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.
Misc
Name |
Description |
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Motion Blur Velocity Scale |
Scale how much motion blur is affected by the objects 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 |
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Use Global Settings |
When enabled, the internal settings will be ignored and the global settings for bounces will be used. |
Max Diffuse Depth |
Sets the max diffuse bounces for the material. |
Max Glossy Depth |
Sets the max glossy bounces for the material. |
Outputs
Output a material that can be used by any node with a material input.