Material

Define a PBR, Toon (cel), or Volume (participating media) material.

What it does

Material builds the surface a mesh renders with. Mode selects PBR for a physically based surface, Glass for transmissive dielectrics, Toon for cel-shaded cartoon lighting, or Volume for participating media such as smoke, fog and clouds. The parameter list below reshapes to match, showing only the rows that apply to the chosen mode.

Base Color takes a plain colour, an image, or a Channel Field: a record of named channels including albedo, metallic, roughness, normal, ao and emissive. Each channel is read by name, and any channel the record does not carry falls back to a default. Every row below the base (Metallic, Roughness, Clearcoat, Anisotropy, Sheen, Iridescence, Subsurface, Normal, Emissive) takes its own image or Field to override that one channel, or stays on its inline value.

When to use it

ParameterTypeDefault
modeString"PBR"
channelsOneOf([Color, FieldOf(Color), Field])rgba(1.00, 1.00, 1.00, 1.00)
metallicNumber0
roughnessNumber0.500
aoNumber1
clearcoatNumber0
clearcoat_roughnessNumber0
anisotropyNumber0
anisotropy_rotationNumber0
sheen_colorOneOf([Color, Field])rgba(1.00, 1.00, 1.00, 1.00)
sheen_roughnessNumber0
iridescenceNumber0
iridescence_iorNumber1.300
iridescence_thickness_minNumber0
iridescence_thickness_maxNumber0
subsurface_colorOneOf([Color, Field])rgba(1.00, 1.00, 1.00, 1.00)
subsurface_weightNumber0
normalOneOf([Color, Field])
emissiveOneOf([Color, Field])rgba(1.00, 1.00, 1.00, 1.00)
alphaNumber1
alpha_modeString"Opaque"
emissive_intensityNumber0
transmissionNumber0
iorNumber1.500
thicknessNumber1
absorption_colorOneOf([Color])rgba(1.00, 1.00, 1.00, 1.00)
absorption_densityNumber0
bandsNumber3
edge_softnessNumber0.050
specular_intensityNumber0.500
specular_sizeNumber0.300
rim_intensityNumber0
rim_widthNumber0.300
scatteringNumber0.500
absorptionNumber0.500
phase_gNumber0
ambientNumber0.300
fog_distanceNumber50

Gotchas

Clearcoat, Anisotropy, Sheen, Iridescence and Subsurface each default to off, 0 or black for colours. Raise them for a specific look: a lacquered second layer, brushed-metal streaks, cloth and velvet sheen, a soap-bubble hue shift, a soft skin or wax translucency.

In Glass mode, Index of Refraction and Absorption Color/Density control the result entirely. The Transmission row is forced fully on and has no effect while Glass is selected. Switch back to PBR mode to dial transmission down manually.

An image or Field wired into a per-channel row (Metallic, Roughness, Sheen Color, and so on) always overrides whatever Base Color supplies for that channel. An inline value on a row applies only while Base Color itself is unwired. Once a Channel Field is plugged into Base Color, untouched per-channel rows defer to the record instead of overwriting it with their leftover defaults.

Worked example

  1. Add a Material node and leave Mode on PBR.

  2. Set Base Color to a swatch, or wire in an image for a textured surface.

  3. Raise Metallic toward 1 for a metal look, or lower Roughness for a glossier finish.

  4. Wire the material output into a mesh's Fill, or a Viewport, to see it lit.

  5. For glass, switch Mode to Glass and adjust Index of Refraction and Absorption Color. For a cartoon look, switch Mode to Toon and raise Rim Intensity.

See also

Render · Light · Environment · Colour fields