The "Material" shader is the starting point for many types of materials. You can use it to map a texture onto a object but you can also use it for creating glasses or metals.
Properties:
Color: These parameters define the color of the material.
- color: Color of the material.
- texture: Color texture.
- mix: Use this property to mix the color and texture values.
Ambient - Diffuse: These parameters effect the influence of the ambient and diffuse light components. For normal non reflective and non transparent objects these values should be 1.0. But for glasses and metals these values should be zero.
- ambient: Scales the ambient light component.
- diffuse: Scales the diffuse light component.
Specular: These parameters define the color and the size of the specular reflection. The intensity of the specular reflection can be controlled with the color or texture parameters. White means full intensity for all three RGB color components and black means zero intensity.
- color: Color of the specular reflection.
- texture: Specular texture.
- mix: Use this property to mix the color and the texture.
- size: Size of the specular reflection. Higher size values mean sharper and smaller highlights.
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size=8
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size=16
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size=32
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size=64
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size=128
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Emissive: The emissive component will be just added to the final material color. It doesn't interact with the lights in the scene.
Bumpmap: Bump maps alter the normal of a surface. This will not change the surface itself but it will change how the surface interacts with the light setup. Therefore the surface looks uneven under the light source but the surface is really flat.
- texture: Defines the bump texture (bump map). A bump map is a grey scale texture where the white is for the maximum bump height and black is for no bump. These texture is therefore often also called height textures or relief textures.
- intensity: Defines the intensity (height) of the bumps
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intensity=0.2
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intensity=0.4
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intensity=0.6
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intensity=0.8
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intensity=1.0
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Reflection: With these parameters you can define how strong the material will reflect the environment. A mirror for example will reflect the environment by 100%. The color of the reflected environment will be added to the material. Use the color and texture parameters to filter the reflected environment.
- color: Filter color of the reflection.
- texture: Reflection texture.
- mix: Use this property to mix the color and the texture.
- intensity: Intensity of the reflection. Due to the fact that the reflection will be added to the material color you have to downscale the material color or the diffuse properties to avoid over saturation.
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ref intensity=0.2
dif intensity=0.8
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ref intensity=0.4
dif intensity=0.6
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ref intensity=0.6
dif intensity=0.4
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ref intensity=0.8
dif intensity=0.2
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ref intensity=1.0
dif intensity=0.0
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- angle: Use this propety to create blurred reflections. The higher the value the more blurred the reflection will become. Increase the samples property to reduce noise of blurred reflections.
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angle=0
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angle=5
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angle=10
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angle=15
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angle=20
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- samples: Samples for calculating blured reflections. Render time will increases linearly with the number of samples.
Transparency: The transparency parameters are needed when you want to make transparent materials like glass. Increasing the transparency intensity automatically decreases the diffuse and ambient intensity to avoid over saturation. For creating colored glass (red glass for example) it is nevertheless recommended to set the diffuse and ambient intensity properties too zero.
- color: Filter color for transparency.
- texture: Transparency texture.
- mix: Use this property to mix the color and the texture.
- intensity: Transparency intensity.
- index of refraction: The higher the index of refraction the higher the light will be bend while going through the material.
- use alpha channel: Check this property on to use the alpha channel of the color texture for calculating the transparency.
- fresnel: Check this on to add fresnel reflection to transparent objects.
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