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

ParameterTypeDefaultWhat it does
modeString"PBR"Shading model: PBR (physically based), Glass (transmissive dielectric — IOR + absorption govern the look), Toon (cel-shaded), or Volume (participating media). One of: PBR, Glass, Toon, Volume.
channelsColor or Color Field or Fieldrgba(1.00, 1.00, 1.00, 1.00)Base Color / channels: a color or texture (treated as albedo), or a record of named channels (Channel Field). Per-channel rows below override it.
metallicNumber0Metallic (0 = dielectric, 1 = metal). Plug a Raster/Field for a metallic map.
roughnessNumber0.500Roughness (0 = sharp/mirror, 1 = fully rough / frosted glass). Plug a Raster/Field for a roughness map.
aoNumber1Ambient occlusion (1 = unoccluded). Plug a Raster/Field for an AO map.
clearcoatNumber0Clearcoat strength (0 = off). A second fixed-IOR glossy layer over the surface.
clearcoat_roughnessNumber0Clearcoat roughness (0 = sharp coat highlight, 1 = blurred).
anisotropyNumber0Anisotropy strength (0 = isotropic). Stretches the specular highlight along the tangent.
anisotropy_rotationNumber0Anisotropy rotation in turns (0..1 = 0..360°).
sheen_colorColor or Fieldrgba(1.00, 1.00, 1.00, 1.00)Sheen color (black = off). A soft grazing lobe for cloth/velvet.
sheen_roughnessNumber0Sheen roughness (0 = tight highlight, 1 = broad).
iridescenceNumber0Iridescence strength (0 = off). A thin-film interference layer shifting hue with view angle.
iridescence_iorNumber1.300Thin-film index of refraction (~1.3). Shifts the interference colours.
iridescence_thickness_minNumber0Thin-film thickness minimum (nm).
iridescence_thickness_maxNumber0Thin-film thickness maximum (nm).
subsurface_colorColor or Fieldrgba(1.00, 1.00, 1.00, 1.00)Subsurface scatter color (black = off). A soft translucent lift past the terminator.
subsurface_weightNumber0Subsurface wrap weight (0 = off, 1 = full translucent wrap).
normalColor or Field—Normal map (tangent-space). Plug a Raster/Field; unwired = the geometry's own normal.
emissiveColor or Fieldrgba(1.00, 1.00, 1.00, 1.00)Emissive color (scaled by Emissive Intensity). Plug a Raster/Field for an emissive map.
alphaNumber1Opacity (0 = transparent, 1 = opaque)
alpha_modeString"Opaque"Transparency mode: Opaque, Hashed (screen-door dither), or Blend (real alpha blending). One of: Opaque, Hashed, Blend.
emissive_intensityNumber0Emission strength (0 = off, >1 = HDR bloom)
transmissionNumber0Transmission (0 = opaque, 1 = fully transmissive glass)
iorNumber1.500Index of Refraction (1.0 = air, 1.33 = water, 1.5 = glass, 2.42 = diamond)
thicknessNumber1Refraction thickness (world units) — how far light travels through the glass body
absorption_colorColorrgba(1.00, 1.00, 1.00, 1.00)Absorption color for tinted glass. Higher values absorb more of that channel.
absorption_densityNumber0Absorption strength (0 = clear, higher = more tinted)
bandsNumber3Number of discrete lighting bands (2 = sharp two-tone, 8 = many bands)
edge_softnessNumber0.050Softness of transitions between bands (0 = hard steps, 1 = smooth)
specular_intensityNumber0.500Brightness of the specular highlight band (0 = off)
specular_sizeNumber0.300Size of the specular highlight (smaller = tighter highlight)
rim_intensityNumber0Intensity of rim lighting (0 = off)
rim_widthNumber0.300Width of the rim lighting (0 = thin edge, 1 = wide)
scatteringNumber0.500Scattering: 0 = no scattering, 1 = dense fog
absorptionNumber0.500Absorption: 0 = transparent, 1 = opaque smoke
phase_gNumber0Phase: -1 = back scatter, 0 = isotropic, 1 = forward scatter
ambientNumber0.300Ambient light contribution
fog_distanceNumber50Depth into surface where fog is visible

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