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Manual 1.0 Manual 0.9.23
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Emissive Material

Emissive Material

Updated: 4 Nov 2024

Add an emissive material.

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Method #

This node generates a basic emissive material, similar to the default material node but without any specular settings.

The output material can be applied to any node which accepts a material input, such as 3D ObjectsParticle Trails, or a Procedural Raytracer.

Parameters

ParameterDetails
Preview in Viewport Toggle a preview of the Material on a sphere in the Viewport

These properties control the core behaviours of the material using Physically Based Rendering (PBR) properties from a A Bidirectional Reflectance Distribution function. Changing the properties below can make a material appear more reflective, more dirty, or add more detail to the material surface. By using textures (either through the relevant inputs, or in the texture section), each of these properties can be modulated over a surface, for more complex material effects.

ParameterDetails
Colour The colour of the material.
Brightness The brightness of the material.
Normal Map Mode Changes the format of the input normal map.
  • Tangent Space : The source normal map is in tangent space.
  • Object Space : The source normal map is in object space.
Emissiveness How much of a glow is emitted around the object.
Emissive Scattering Controls how much Emissive lighting is scattered in the scene.
Emissive Lights Scene Controls how much Emissive lighting contributes to lighting the scene.
Use Displacement Enables the use of displacement mapping for the material. *Requires an input displacement map
Diffuse Lightmap Enables an input diffuse lightmap for the material.
Ambient Occlusion Enables the input ambient occlusion map of the material.

Settings related to the textures used in the material.

ParameterDetails
Colour Texture Defines the base color of the material’s surface. It represents the surface color under neutral, uniform lighting.
Diffuse Map Specifies the color of light that scatters off the surface in all directions. It is functionally similar to the Colour Texture and is a core component of a material’s appearance.
Emissiveness Map Determines which parts of a material appear to glow or emit their own light. Brighter values cause the surface to act as a light source.
Normal Map Adds surface detail like bumps and scratches without adding more polygons to the model. It simulates how light would interact with a more complex surface, creating the illusion of depth.
Displacement Map Physically displaces the vertices of the model’s geometry based on the map’s values. Unlike a Normal Map, this creates real geometric detail that affects the model’s silhouette.
UV Texture Filter Mode Determines the algorithm used for sampling texture pixels when viewed at different angles and distances.
  • Point : Nearest-neighbor filtering; fast but results in a blocky, pixelated look.
  • Bilinear : Averages the four nearest texture pixels for a smoother appearance than Point filtering.
  • Anisotropic : High-quality filtering that improves texture clarity on surfaces viewed at steep angles.
  • Bicubic : A more advanced filtering method that produces sharper results than bilinear filtering.
  • Oversampling : An anti-aliasing technique that samples the texture at a higher resolution to produce a smoother final image.
Diffuse Map -> AO A setting to use the Diffuse or Colour map to contribute to the Ambient Occlusion calculation, often darkening areas based on the base color.
  • Off : Disables the use of the diffuse map for AO.
  • On : Enables the use of the diffuse map for AO.
Texture Mip Bias An offset that adjusts which mipmap level is used for a texture. Negative values can sharpen distant textures, while positive values can blur them.

These properties control how the material applies to the mesh UVs.

ParameterDetails
Colour Texture UV Select the UV for the Colour Texture.
Diffuse Map UV Select the UV for the Diffuse Map Texture.
Emissiveness Map UV Select the UV for the Emissiveness Map Texture.
Normal Map UV Select the UV for the CoNormal Map Texture.
Displacement Map UV Select the UV for the Displacement Map Texture.
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 Wrap Mode U Controls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
  • Repeat : Texture will attempt to blend with the opposite side, to create a repeating effect.
  • Clamp : Texture will complete at the edge, with no attempt to wrap.
  • Border With Black : Texture will complete at the edge, then fill the remaining area with black.
  • Mirror : Texture will complete at the edge, and then mirror the effect again.
Texture Wrap Mode V Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
  • Repeat : Texture will attempt to blend with the opposite side, to create a repeating effect.
  • Clamp : Texture will complete at the edge, with no attempt to wrap.
  • Border With Black : Texture will complete at the edge, then fill the remaining area with black.
  • Mirror : Texture will complete at the edge, and then mirror the effect again.
Diffuse Texture Filter Mode Controls how textures used by the material are filtered.
  • Point : Nearest-neighbor filtering; fast but results in a blocky, pixelated look.
  • Bilinear : Averages the four nearest texture pixels for a smoother appearance than Point filtering.
  • Anisotropic : High-quality filtering that improves texture clarity on surfaces viewed at steep angles.
  • Bicubic : A more advanced filtering method that produces sharper results than bilinear filtering.
  • Oversampling : An anti-aliasing technique that samples the texture at a higher resolution to produce a smoother final image.
Diffuse Texture Wrap Mode U Controls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
  • Repeat : Texture will attempt to blend with the opposite side, to create a repeating effect.
  • Clamp : Texture will complete at the edge, with no attempt to wrap.
  • Border With Black : Texture will complete at the edge, then fill the remaining area with black.
  • Mirror : Texture will complete at the edge, and then mirror the effect again.
Diffuse Texture Wrap Mode V Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
  • Repeat : Texture will attempt to blend with the opposite side, to create a repeating effect.
  • Clamp : Texture will complete at the edge, with no attempt to wrap.
  • Border With Black : Texture will complete at the edge, then fill the remaining area with black.
  • Mirror : Texture will complete at the edge, and then mirror the effect again.
UV Remap Filtering Enables filtering for remapping UV’s. Only functions with eligible textures.

These properties control the rendering settings for the material.

ParameterDetails
Lit Determines if the material is affected by lights in the scene. When disabled, the material appears fully lit by its own colour and texture, regardless of scene lighting.
  • Off : Disables lighting; the material displays its base colour only.
  • On : Enables the material to be affected by scene lighting.
Shadows Defines how the object interacts with shadows in the scene.
  • Cast + Receive : The object both casts its own shadow and has shadows cast upon it by other objects.
  • Cast : The object only casts a shadow but will not receive shadows from other objects.
  • Receive : The object only receives shadows but does not cast one itself.
  • Off : The object neither casts nor receives shadows.
Raytracing Settings Determines whether the material uses the scene’s global raytracing depth settings or custom values.
  • Use Global Settings : Inherits raytracing bounce limits from the global render settings.
  • Override : Allows setting custom raytracing bounce limits for this specific material.
Max. Diffuse Depth Limits the number of times a ray can bounce off diffuse surfaces, affecting indirect lighting quality.
Max. Glossy Depth Limits the number of times a ray can reflect off glossy or specular surfaces.
Max. Refraction Depth Limits the number of times a ray can pass through refractive (transparent) surfaces.

These properties control a rim lighting effect, a Light which sits just behind the subject and adds a wrapping of liht around the mesh edges.

ParameterDetails
Polygon Sidedness The orientation of the polygon’s faces.
  • Front : The front face of the polygon is visible.
  • Back : The back face of the polygon is visible.
  • Double Sided : Both sides of the polygon are visible.
Flip Polygons Flips the orientation of the polygon’s faces.
Smoothing Angle The angle at which shading transitions occur.
Wireframe Displays the material’s geometry as a wireframe.

These properties control a rim lighting effect, a Light which sits just behind the subject and adds a wrapping of liht around the mesh edges.

ParameterDetails
Rim Lighting Simulates Rim Lighting on the material with respect to the camera.
Glow Controls the glow of the Rim Lighting.

These properties allow you to control how vertex colours are applied to meshes, and to other parts of the PBR pipeline.

ParameterDetails
Vertex Colours - Apply To Colour Set how the vertex colours apply to the colour of the mesh.
Vertex Colours - Apply To Emissiveness Set how the vertex colours apply to the emissiveness of the mesh.

Inputs

This node has no inputs.

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