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3D Primitive

3D Primitive

Updated: 28 Jan 2026

Generate a 3D primitive as a mesh

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Example .dfx

Method #

This node generates a 3D primitive mesh, chosen from the meshes Shape Type property. As well as being rendered directly, 3D Primtiives may also be used as an input for various other nodes, including Particle Mesh Emitters, Field Mesh Emitter, Mesh Cloner, and numerous others. A Material Node can also be input to control the meshes material properties.

The 3D Primitive node may be used as a rigid body in a physics system via the Physics Attributes properties. It must be parented under a Rigid Body Root node for physics to be applied.

This node outputs the normal transformation and translation values, but it also outputs geometry which can be modified with Deformer nodes, or used as a mesh sources for nodes which accept mesh connections, such as the Field Mesh Emitter or the Procedural Mesh.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.

These properties control the pivot position the object, the point at which the transforms will be applied around.

ParameterDetails
Pivot Mode Control where the pivot point is generated for the object.
  • Centre : Use a point generated at the centre of the objects bounding box.
  • Custom : Use a point generated at a custom position, defined by an offset from the objects original pivot point. You can also use the guides in the viewport to select specific positions on the bounding box.
  • Place : Manually place a point in the viewport use as the pivot.
Pivot Point Selection In custom mode, filter the points shown on the bounding box for placing the pivot.
  • All : TODO
  • Faces : TODO
  • Corners : TODO
  • Edges : TODO
Pivot Position X In custom mode, directly edit the x position of the pivot.
Pivot Position Y In custom mode, directly edit the y position of the pivot.
Pivot Position Z In custom mode, directly edit the z position of the pivot.
Dynamic Update Control whether the changes to the pivot dynamically update the object.
Edit Pivot TODO

These properties control the core behaviours of the node.

ParameterDetails
Isolate In Viewport When enabled, all other objects in the scene will be hidden and only this node will be rendered.
Shape Type Choose which 3D shape is rendered.
  • Sphere : UV Sphere generated from subdivisions along the longitude and lattitude.
  • Box : Cube with capability for additional subdivisions and bevel.
  • Cylinder : Cylinder generated from subdivisions along the longitude and lattitude, with capability for an additional inner hole and bevel. Orientation is with the length along the axis specified in Attributes::Axis property.
  • Torus : Donut shape generated from subdivisions along the longitude and lattitude, with controls over radius and diameter. Orientation is with the hole along the axis specified in Attributes::Axis property.
  • Icosphere : Primitive shape built from equilateral triangles, which can be subdivided to approximate a sphere.
  • Plane : Flat surface with capability for additional subdivisions and resizing. Orientation is with the normal facing the positive axis specified in Attributes::Axis property.
  • Cone : Sharp cone with capability for additional subdivisions, bevels, and flattening the peak. Orientation is with the length along the axis specified in Attributes::Axis property with the tip pointing in the positive direction.
  • Arrow : Simple Arrow shape with various controls over arrow shape, width, length, subdivisions, and many more. Orientation is with the length along the axis specified in Attributes::Axis property, with the tip pointing in the positive direction.
Radius The radius of the primitive, where appropriate.
Size Mode Choose if the properties define the radius or diameter of the shape.
  • Radius : 1 unit measures the distance between center to the bounds
  • Diameter : 1 unit measures the distance between the object bounds
Subdivisions X How many subdivisions along the objects X axis.
Subdivisions Y How many subdivisions along the objects Y axis.
Origin X Set the objects origin point for the X axis.
  • -Size : Sets the objects origin to the objects bound in the negative X direction.
  • Centre (Zero) : Sets the objects origin to the objects center.
  • +Size : Sets the objects origin to the objects bound in the positive X direction.
Origin Y Set the objects origin point for the Y axis.
  • -Size : Sets the objects origin to the objects bound in the negative Y direction.
  • Centre (Zero) : Sets the objects origin to the objects center.
  • +Size : Sets the objects origin to the objects bound in the positive Y direction.
Origin Z Set the objects origin point for the Z axis.
  • -Size : Sets the objects origin to the objects bound in the negative Z direction.
  • Centre (Zero) : Sets the objects origin to the objects center.
  • +Size : Sets the objects origin to the objects bound in the positive Z direction.
Axis Set the axis along which the object is aligned.
  • X : Align along the X axis.
  • Y : Align along the Y axis.
  • Z : Align along the Z axis.
Primitive Vertex Count Shows the original vertex count of the primtiive at generation.
Primitive Polygon Count Shows the original polygon count of the primtiive at generation.
Post-Deformer Vertex Count Shows the current vertex count of the primtiive after all the deformers have been applied.
Post-Deformer Polygon Count Shows the current polygon count of the primtiive after all the deformers have been applied.
Caps Should the extrusion have sealed caps on the ends.
  • None : TODO
  • Single : TODO
  • Double : TODO
Inner Radius Alter the inner radius up to which the affector is fully effective.
Bevel Radius The radius of the rounded corners of the object.
Apex Radius TODO
Start Angle TODO
End Angle TODO
Lock Subdivisions To Angles TODO
Size X Size of the object along the X axis
Size Y Size of the object along the Y axis
Size Z Size of the box along the Z axis.
Bevel Subdivisions Number of subdivisions used to form the bevel.
Box Subdivisions X Number of subdivisions used for the Box shape on the X axis.
Box Subdivisions Y Number of subdivisions used for the Box shape on the Y axis.
Box Subdivisions Z TODO
Subdivisions The number of subdivisions of each connection line.
Flip Direction TODO
Line Thickness Edit the thickness of the line rendered. Only functions if Use Thick Lines is turned on.
Line Array Radial TODO
Arrow Shape TODO
  • Arrowhead : TODO
  • 45 Degrees : TODO
  • Straight : TODO
Tip Length TODO
Tip Width TODO
Shaft Width TODO
Shaft Length TODO
Depth TODO

These properties control how the geometry is rendered into the scene.

ParameterDetails
Visible Control whether the node is visible or not to the scene.
Visible To Camera Is the object visible to the camera.
Render As Depth Mask Renders to depth only, no colour.
Visible In Bounces Is the object calculated in bounce related render properties such as reflections.
Casts Shadows Toggle whether the object can cast shadows.
Per Object Composite Alpha Overwrites the alpha channel beneath the object, giving simple effect of transparency. Best used when the mesh won’t overlap with other objects, as other meshes will not be seen through the mesh.

These properties control how the UVs of the mesh are transformed when output for the UV camera. Useful for arranging multiple objects to be output for the same UV Camera.

ParameterDetails
UV Scale X Scale the mesh UV along the X axis.
UV Scale Y Scale the mesh UV along the Y axis.
UV Offset X Move the mesh UV along the X axis.
UV Offset Y Move the mesh UV along the Y axis.
ParameterDetails
Show Metrics Displays information about the mesh geometry.

These properties control the behavious of the object in a Physics System.

ParameterDetails
Static Friction How much resistance there will be for rigid bodies that are at rest relative to each other to begin moving.
Friction How much other rigid bodies will be able to slide along side this rigid body. When two rigid bodies of different frictions interact, the minimum value is used.
Bounciness How much this rigid body will bounce off of other rigid bodies in the scene.
Density The density of the rigid body. The density is scaled by the area of the shape to determine the mass of the body.
Dynamics Mode How the object is used in a physics simulation. Parenting to a Physics Root node node must be done for any physics simulations to occur.
  • Static : A static rigid body does not move and can’t be moved by physics, but will act as a collider for other dynamic objects. An example could be a floor or wall.
  • Kinematic : A kinematic rigid body is not moved by physics but has a velocity that can affect dynamic bodies. An example could be a moving platform or rotating collider.
  • Dynamic : A dynamic rigid body has its initial position set by its transform, but transform control is taken over by physics as soon as the simulation starts.
  • Dynamic After Collision : A dynamic rigid body has its initial position set by its transform, but transform control is taken over by physics as soon as the object collides.
  • Disabled : Physics will not be applied, and the object will be ignored for simulation.
  • Baked : All the rigid body’s transforms will be controlled by the baked physics data.
GPU Transform Only If selected, the transform of the body is maintained on GPU only. This reduces latency and increases performance but means that parenting to the object, e.g. using it to transform lights or emitters, will not work.
Rigid Body Convex Hull Mode Determines the convex hull shape generation used to wrap around the node’s geometry. only functions if the Convex Hull shape is selected in the Rigid Body Shape.
  • 10 Faces (Cylinder) X-Axis : A simplified cylinder with 10 sides pointing along the X axis.
  • 10 Faces (Cylinder) Y-Axis : A simplified cylinder with 10 sides pointing along the Y axis.
  • 10 Faces (Cylinder) Z-Axis : A simplified cylinder with 10 sides pointing along the Z axis.
  • 14 Faces (Capsule) X-Axis : A simplified capsule with 14 sides pointing along the X axis.
  • 14 Faces (Capsule) Y-Axis : A simplified capsule with 14 sides pointing along the Y axis.
  • 14 Faces (Capsule) Z-Axis : A simplified capsule with 14 sides pointing along the Z axis.
  • 18 Faces (Rounded Box) : A simplified beveled box with 18 sides.
Rigid Body Shape The shape of the rigid body used for physics simulation. Often times, a simpler approximation of a mesh can be used for significantly improved performance.
  • Sphere : A sphere, useful for emulating balls or roundish objects.
  • Box : A box, useful for emulating boxy objects.
  • Plane : A flat infinite plane, useful for setting up solid walls. May only be static or kinematic.
  • 3D Object (Convex Hull) : A convex hull derived from the geometry of the node, with its own modes to set the convex hull generation below.
  • 3D Object (Use Original Geometry) : The original triangle geometry of the node, if applicable. Best used with low poly meshes.
Rigid Body Chunks Mode Set whether to treat the object as one single rigid body, or whether to calculate physics for each chunk.
  • One Rigid Body : Treat the object as one single object and calculate physics accordingly.
  • Multi Body : Calculate physics for each chunk of the object individually. Allows for objects to break apart and still react to physics correctly.
Max Chunks When using ‘Multi Body’ chunk mode, set the maximum amount of chunks that can be calculated. Useful for performance optimisation.
Mass Center X Adjust the object’s center of mass along the X axis
Mass Center Y Adjust the object’s center of mass along the Y axis
Mass Center Z Adjust the object’s center of mass along the Z axis
Collision Radius The radius of collision shape if applicable.
Collision Mode Mode for calculating collision if applicable.
  • Volumetric : Calculate collisions inside the object.
  • Surface : Only calculate collisions on the surface of the object.
Bake Physics Transforms Bake physics transforms so they are no longer dynamic, but reliably playback and are more performant.
Baked Transform Select the baked physics transform.
Advanced TODO
Rigid Body Sphere Radius TODO
Rigid Body Box Size X TODO
Rigid Body Box Size Y TODO
Rigid Body Box Size Z TODO

These properties add options for drawing all the edges of the mesh as lines. Useful for rendering wireframe effects.

ParameterDetails
Lines Visible Control whether lines are rendered to the scene from the geometry.
Lines Alpha Change the alpha transparency value of the lines, making them appear see-through.
Colour Change the colour value of the lines.
Use Vertex Colours Colour lines based on the vertex colours of the geometry.
Blend Mode How the object lines blends with the rest of the content in a 3d scene. See Blend Modes for details.
  • Solid : The line rendering is treated as a solid object, and does not blend with anything behind it.
  • Linear : The line rendering is blended with the rest of the content in the scene.
  • Additive : The line rendering adds onto the rest of the content in the scene.
  • Subtractive : The line rendering subtracts from the rest of the content in the scene.
  • Multiply : The line rendering multiplies with the rest of the content in the scene.
  • Max : The max value between the lines and the content behind it is used.
  • Min : The min value between the lines and the content behind it is used.
  • Screen : The line rendering is blended using the screen blend mode with the rest of the content in the scene.
  • Light : The line rendering is blended using the light blend mode with the rest of the content in the scene.
  • Pre-Mul Blend : The line rendering mis premultiplied before blending with the rest of the content in the scene.
Thick Lines Allow the lines to rendered with thickness, for line effects which can be accurately anti-aliased.
Hide Back Face Lines Hide the lines generated from polygon faces facing away from the camera, where only the back faces of geometry can be seen.
Lock Width Lock the line width to be a consistent width regardless of distance from the camera. Only functions with Thick Lines enabled.
Thick Line Width Control the thickness of all the lines. Only functions with Thick Lines enabled.
Show Silhouette Lines Draws lines along the edges of the object relative to the camera.
Show Normal Difference Lines Draw a line along the edges of the mesh, depending on the angle difference between their mutual faces.
Show Unshared Lines Draw lines along all edges of the shape.
Show Other Lines Show all the lines for each edge of the mesh.
Unshared Lines Weight Control the strength of the unshared lines.
Silhouette Lines Weight Control the strength of the silhouette lines.
Normal Difference Lines Weight Control the strength of the lines generated along the normal angles.
Other Lines Weight Control the strength of the lines for each edge in the mesh.
Line Normal Difference Angle Change the threshold angle between two face normals that will generate a line along their common edge. Only functions with Show Normal Lines enabled.
Line Normal Fade Sharpness How much the drawn normal lines will fade away the closer the edge angle is to the Line Normal Difference Angle.
Line Depth Bias Exaggerate the width of the lines based on the distance to the camera. not functional with Lock Width enabled.
Line Silhouette Fade Sharpness How much the drawn silhouette lines will fade away based on the size of the edge angle to the camera.

Preview the objects material in the viewport.

ParameterDetails
Material Preview Preview the objects material in the viewport.

BSDF

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.
Specular Intensity The intensity of the specular reflection.
Specular Colour The colour of the specular reflection.
Colour Map -> Specular Colour Use the input colour map as the specular reflection colour.
Specular Anisotropy Controls the anisotropy of the specular reflection.
Specular Falloff Controls the falloff of the specular reflection.
Diffuse Fresnel Controls the fresnel effect on the diffuse reflection.
Metallicness Controls the metallicness of the material.
Roughness Controls the roughness of the material.
Normal Map Mode Changes the format of the input normal map.
  • Off : Normal Map Mode is disabled.
  • 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
  • Off : Use Displacement is disabled.
  • On : Use Displacement is enabled.
Opacity Mode Controls the opacity mode of the material, and how it blends with the scene.
  • Solid : The material is solid, and does not blend with the scene.
  • Blend : The material is blended with the scene, allowing for transparency.
  • Clip : The material is clipped, only rendering the opaque parts.
Translucency Controls the translucency mode of the material.
  • Off : No Translucency
  • Refraction : Translucency with refraction. Simulates the bending of light as it passes through a material. Controlled by IOR, Aberration, Absorption, Absorption Colour and Diffuse Coat controls.
  • Subsurface Scattering : The material simulates the scattering of light beneath its surface, allowing for a more realistic representation of materials like skin or wax. Controlled by Absorption Colour, Subsurface WWeight and Subsurface Scatter Radius controls.
  • Single Sided SSS : The material simulates subsurface scattering, but only on one side. Controlled by Absorption Colour, Subsurface Weight and Subsurface Scatter Radius controls.
Diffuse Lightmap Enables an input diffuse lightmap for the material.
  • Off : Diffuse Lightmap is disabled.
  • On : Diffuse Lightmap is enabled.
Ambient Occlusion Enables the input ambient occlusion map of the material.
  • Off : Ambient Occlusion is disabled.
  • On : Ambient Occlusion is enabled.

Textures

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.
Specular Map Controls the color and intensity of shiny reflections (specular highlights). Brighter areas on the map indicate a more reflective and shinier surface.
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.
Metallicness Map A grayscale map to define how ‘metal-like’ a surface is. White values represent pure metal, while black values represent non-metals.
Roughness Map A grayscale map that controls the roughness of the surface. Black represents a smooth, mirror-like surface with sharp reflections, while white represents a rough surface with blurry, diffuse reflections.
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.
Alpha Map A grayscale map that controls the transparency of the material. Black areas are fully transparent, white areas are fully opaque, and gray values create semi-transparency.
Ambient Occlusion Map Adds subtle, soft shadows to areas that are occluded from ambient light, such as creases and crevices. This enhances realism and adds perceived depth to the model.
Subsurface Colour Map Defines the color of light after it has scattered beneath the surface of a translucent material, such as skin, wax, or marble.
Subsurface Weight Map Controls the intensity of the subsurface scattering effect across the material, defining how much light penetrates and scatters within the surface.
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.
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.

UVs

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

ParameterDetails
Colour Texture UV Select the UV for the Colour Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Diffuse Map UV Select the UV for the Diffuse Map Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Specular Map UV Select the UV for the Specular Map Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Emissiveness Map UV Select the UV for the Emissiveness Map Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Metallicness Map UV Select the UV for the Metallicness Map Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Roughness Map UV Select the UV for the Roughness Map Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Normal Map UV Select the UV for the CoNormal Map Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Displacement Map UV Select the UV for the Displacement Map Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Alpha Map UV Select the UV for the Alpha Map Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Ambient Occlusion Map UV Select the UV for the Ambient Occlusion Map Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Subsurface Colour Map UV Select the UV for the Subsurface Colour Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
Subsurface Weight Map UV Select the UV for the Subsurface Weight Texture.
  • UV 1 : Use UV channel 1.
  • UV 2 : Use UV channel 2.
  • UV 3 : Use UV channel 3.
  • UV 4 : Use UV channel 4.
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.

Lighting

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.
Reflections Mode Controls how the material generates reflections from its surroundings.
  • Full Reflections : Calculates physically accurate, raytraced reflections from other objects and the environment in the scene.
  • Env Map : Uses a pre-rendered environment map for fast, approximate reflections instead of raytracing.
  • Off : Disables all reflections for this material, making it appear matte.
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.
Render Visibility Controls the object’s visibility to different types of rays in the renderer, which is useful for advanced effects.
  • Full : The object is fully visible to the camera and appears normally in reflections and refractions.
  • Unseen by Rays : The object is visible directly to the camera but is invisible in reflections and refractions.
  • Unseen by Camera : The object is invisible to the camera but still appears in reflections and refractions.
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.

Geometry

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 difference used to determine a hard edge or a soft curve.
Wireframe Displays the material’s geometry as a wireframe.

FX

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.
  • Off : Rim lighting is disabled.
  • Rim Lighting : Rim lighting is enabled.
Glow Controls the glow of the Rim Lighting.

Vertex Colours

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.
  • No : Vertex colours are not applied to the colour.
  • Multiply by RGB : Multiplies the colour by the vertex colour’s RGB channels.
  • Multiply by Red : Multiplies the colour by the vertex colour’s red channel.
  • Multiply by Green : Multiplies the colour by the vertex colour’s green channel.
  • Multiply by Blue : Multiplies the colour by the vertex colour’s blue channel.
  • Multiply by Alpha : Multiplies the colour by the vertex colour’s alpha channel.
  • Multiply by Inv Red : Multiplies the colour by the inverse of the vertex colour’s red channel.
  • Multiply by Inv Green : Multiplies the colour by the inverse of the vertex colour’s green channel.
  • Multiply by Inv Blue : Multiplies the colour by the inverse of the vertex colour’s blue channel.
  • Multiply by Inv Alpha : Multiplies the colour by the inverse of the vertex colour’s alpha channel.
Vertex Colours - Apply To Alpha Set how the vertex colours apply to the alpha of the mesh.
  • No : Vertex colours are not applied to the alpha.
  • Multiply by Red : Multiplies the alpha by the vertex colour’s red channel.
  • Multiply by Green : Multiplies the alpha by the vertex colour’s green channel.
  • Multiply by Blue : Multiplies the alpha by the vertex colour’s blue channel.
  • Multiply by Alpha : Multiplies the alpha by the vertex colour’s alpha channel.
  • Multiply by Inv Red : Multiplies the alpha by the inverse of the vertex colour’s red channel.
  • Multiply by Inv Green : Multiplies the alpha by the inverse of the vertex colour’s green channel.
  • Multiply by Inv Blue : Multiplies the alpha by the inverse of the vertex colour’s blue channel.
  • Multiply by Inv Alpha : Multiplies the alpha by the inverse of the vertex colour’s alpha channel.
Vertex Colours - Apply To Roughness Set how the vertex colours apply to the roughness of the mesh.
  • No : Vertex colours are not applied to the roughness.
  • Multiply by Red : Multiplies the roughness by the vertex colour’s red channel.
  • Multiply by Green : Multiplies the roughness by the vertex colour’s green channel.
  • Multiply by Blue : Multiplies the roughness by the vertex colour’s blue channel.
  • Multiply by Alpha : Multiplies the roughness by the vertex colour’s alpha channel.
  • Multiply by Inv Red : Multiplies the roughness by the inverse of the vertex colour’s red channel.
  • Multiply by Inv Green : Multiplies the roughness by the inverse of the vertex colour’s green channel.
  • Multiply by Inv Blue : Multiplies the roughness by the inverse of the vertex colour’s blue channel.
  • Multiply by Inv Alpha : Multiplies the roughness by the inverse of the vertex colour’s alpha channel.
Vertex Colours - Apply To Metallicness Set how the vertex colours apply to the metallicness of the mesh.
  • No : Vertex colours are not applied to the metallicness.
  • Multiply by Red : Multiplies the metallicness by the vertex colour’s red channel.
  • Multiply by Green : Multiplies the metallicness by the vertex colour’s green channel.
  • Multiply by Blue : Multiplies the metallicness by the vertex colour’s blue channel.
  • Multiply by Alpha : Multiplies the metallicness by the vertex colour’s alpha channel.
  • Multiply by Inv Red : Multiplies the metallicness by the inverse of the vertex colour’s red channel.
  • Multiply by Inv Green : Multiplies the metallicness by the inverse of the vertex colour’s green channel.
  • Multiply by Inv Blue : Multiplies the metallicness by the inverse of the vertex colour’s blue channel.
  • Multiply by Inv Alpha : Multiplies the metallicness by the inverse of the vertex colour’s alpha channel.
Vertex Colours - Apply To Emissiveness Set how the vertex colours apply to the emissiveness of the mesh.
  • No : Vertex colours are not applied to the emissiveness.
  • Multiply by Red : Multiplies the emissiveness by the vertex colour’s red channel.
  • Multiply by Green : Multiplies the emissiveness by the vertex colour’s green channel.
  • Multiply by Blue : Multiplies the emissiveness by the vertex colour’s blue channel.
  • Multiply by Alpha : Multiplies the emissiveness by the vertex colour’s alpha channel.
  • Multiply by Inv Red : Multiplies the emissiveness by the inverse of the vertex colour’s red channel.
  • Multiply by Inv Green : Multiplies the emissiveness by the inverse of the vertex colour’s green channel.
  • Multiply by Inv Blue : Multiplies the emissiveness by the inverse of the vertex colour’s blue channel.
  • Multiply by Inv Alpha : Multiplies the emissiveness by the inverse of the vertex colour’s alpha channel.

The properties control the time at which the node is active. See Timeline for editing time segments.

ParameterDetails
Duration Control the duration of the node’s time segment.
  • Composition Duration : Use the length of the composition for the node’s time segment duration.
  • Custom : Set a custom duration for the node’s time segment.
Node Time The custom start and end time for the node.
Duration (Timecode) The length of the node’s time segment (in time).
Duration (Frames) The length of the node’s time segment (in frames).
Time Segment Enabled Set whether the node’s time segment is enabled or not in the Timeline.

Inputs

NameDescriptionTypical Input
MaterialOverride the default material with a material node.Materials
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null
Parameter Value ArrayUsed to set the parameters of the node using a float array.