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Material

Material

Material determines how objects will be rendered in 3D scene. Material Editor is used to edit materials.

Learn more about material parameters by the link.

Properties
Name Description
Blend Mode Defines how/if the rendered object is blended with the content of the render target.
Two Sided Whether the material use double-sided rendering.
Two Sided Flip Normals Whether the double-sided material must flip normals for back faces rendering.
Shading Model The reflection mode of the incoming light.
Base Color Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces.
Metallic Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1).
Roughness Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections.
Reflectance Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections.
Normal The material normals. This property is intented to be used with normal mapping.
Displacement The height offset that is specified by the texture.
Displacement Scale The scale for Displacement.
Ambient Occlusion Defines how much of the light is accessible to a surface point.
Emissive The color and intensity of light emitted from the surface.
Opacity The opacity of the surface.
Opacity Dithering Whether to enable dithering for smooth blending of Masked material.
Opacity Mask Threshold Transparency threshold for Masked mode.
Clear Coat Strength of the clear coat layer.
Clear Coat Roughness Perceived smoothness or roughness of the clear coat layer.
Clear Coat Normal A detail normal used to perturb the clear coat layer using bump mapping (normal mapping).
Anisotropy Amount of anisotropy.
Anisotropy Direction Local surface direction. Used by anisotropic materials only.
Anisotropy Direction Basis The direction basis. Used by anisotropic materials only.
Thickness A thickness factor of the surface for subsurface scattering rendering.
Subsurface Power A power parameter for subsurface scattering rendering.
Sheen Color Specular tint to create two-tone specular fabrics.
Subsurface Color Tint for the diffuse color after scattering and absorption through the material.
Position Offset Vertices position offset. Performed in vertex shader.
Ray Tracing Reflection Amount of ray-tracing reflection. Used as option to use screen space or raytracing reflection technique.
Receive Shadows Whether the surface receive shadows from other sources.
Receive Decals Whether it is possible to apply decals the surface.
Use Vertex Color Whether to use vertex color for Base Color and Opacity calculation.
Soft Particles Whether to enable a soft particles mode. In this mode, objects increase transparency in those places behind which there is an obstacle nearby. The mode works only for transparent materials.
Soft Particles Distance A minimal distance to an obstacle to activate the soft particles mode.
Advanced Blending Enables advanced blending mode. In this mode, it is possible to configure blending for each channel separately.
Affect Base Color Whether to write the Base Color.
Affect Metallic Whether to write the Metallic.
Affect Roughness Whether to write the Roughness.
Affect Reflectance Whether to write the Reflectance.
Affect Ambient Occlusion Whether to write the Ambient Occlusion.
Affect Emissive Whether to write the Emissive.
Affect Geometry Whether to write the normals, height data.
Advanced Scripting Whether to enable the advanced shader scripting functionality.
Vertex Functions Additional functions to the vertex shader code.
Vertex Code The injection to the vertex shader code.
Fragment Functions Additional functions to the fragment shader code.
Fragment Code The injection to the fragment shader code.
Custom Parameter 1 The parameter is intended to transfer custom data to shader scripts.
Custom Parameter 2 The parameter is intended to transfer custom data to shader scripts.
See also
SceneSurface