The Material node creates a central hub to control the specular, ambient, diffuse, transparency, and shininess of a geometry's children maps and substances.
Flame automatically creates a Material node when you insert a Substance Texture or when you import 3ds Max or FBX models with textures. You can also manually add a material node to any geometry or surface in the Action schematic.
You can also use the Material node to can create a light wrap effect on the following objects: Surface, 3D Text, 3D Shape, and Geometry. It automatically identifies the objects behind the light wrapped object, using the 3D scene to define the background pixels. Using the light wrap on these keyed elements or 3D assets, you to wrap the object with the pixels from the background, making them appear like they truly belong to the scene.
Displays the red specular highlight value. Editable.
Displays the green specular highlight value. Editable.
Displays the blue specular highlight value. Editable
Displays the colour of light reflected by the 3D model's surface. To enable the specular highlight, the Shine value must be larger than 0. Editable.
Displays the red ambient colour value. Editable.
Displays the green ambient colour value. Editable.
Displays the blue ambient colour value. Editable.
Displays the colour of the area of the 3D model that is not illuminated by a direct light source. Editable.
Displays the red diffuse colour value. Editable.
Displays the green diffuse colour value. Editable.
Displays the blue diffuse colour value. Editable.
Displays the diffuse colour. Editable.
Displays the intensity value of the specular highlight. When this value is zero, the specular highlight is disabled. Shine affects both size and intensity. Editable.
See Creating a Specular Highlight on a Model.
Activating Blending in the material node overrides any blending settings set in the parent node.
Select the type of blending modes available from the Blend Mode box.
Select how the front and matte clips or the front and back clips are combined.
Displays the transparency level of the 3D model. Editable.
Set the index of refraction of the material. This value is an approximation of real world material refraction. For example, use 1.5 for glass, 1.333 for water.
Calculates the inverted index for refraction value defined in the IOR field. Use this value to recreate the current IOR in an attached substance material. Not editable.
Control the intensity of the effect. A high enough value flips the background.
Define the minimal thickness of the object. Use it with a geometry without thickness (a plane) or very thin to ensure refraction, but without altering its actual thickness.
Apply filtering to the result of the refraction.
Blur out the refraction result. The higher the Roughness, the blurrier the refraction.
Colour the refraction result, with an intensity proportional to the thickness of the geometry. Define the colour using the colour pot.
Colour the refraction result, with an intensity proportional to the thinness of the geometry. Define the colour using the colour pot.
Control the dispersion of the RGB channels, and is similar to chromatic aberration.
Control the coarseness of the dispersion: the greater the value, the smoother the dispersion.
Shift the colours.
Enables the Light Wrap effect.
Sets the size of the Light Wrap effect.
Mixes the result of the Light Wrap with that of the source.
Blends a noise pattern in the region set by the Amount control. This noise creates a non-uniform gradient for the Light Wrap effect.
Sets the size of the noise pattern blended in the Light Wrap region.
Blurs the background pixels, keeping the Light Wrap from looking like a half-transparency effect.
Affects the colour saturation of the background pixels used by the Light Wrap effect.
Tweaks the look of the light wrap using the controls below. The three layers are blended together; Layer 1 blends the Background pixels with the pixels from the object.
Tweaks the look of the light wrap using the controls below. The three layers are blended together; Layer 2 blends the Background pixels with the pixels from Layer 1.
Tweaks the look of the light wrap using the controls below. The three layers are blended together; Layer 3 blends the Background pixels with the pixels from Layer 2.
Controls the coverage of the Matte created by the Amount field, growing or reducing the edge of the light wrap matte.
Reduces the light wrap coverage based on the luminance of the pixels of the object: only pixels with a luminance value over the Tolerance threshold are used. Tolerance is a percentage luminance values.
Sets the intensity of the blending between the layer and the Background.
Selects the type of Blending modes available.
Sets the type of blending used to blend the Background with the Layer.