The following features are common to all materials:
Roughness is a consequence of irregularities on the surface. A polished surface will have very few of them, resulting in a mirror-like reflection, while a rough, unfinished or finished to satin or matte, will reflect light on a wide spread.
Polished (mirror) |
Satin |
Matte |
You can use a uniform value for a uniform finish, or a texture for a variable roughness resembling an unfinished or organic surface.
For a texture, black pixels will represent mirror-like finish, and white pixels a matte finish. Gray pixels represent all the in-between finishes.
Texture example 1 |
Texture example 2 |
Often surfaces are textured with specific patterns or are bumpy due to manufacturing or natural processes. If these bumps are not raising too much from the surface they do not need to be modeled and can instead be approximated efficiently by a texture.
Examples are irregularities from a metal cast, patterns in injection molding, or scratches
Cast iron |
Injection molding |
Scratches |
Height map |
Normal map |
Increasing amounts of depth using the same bump texture |
A cutout texture is used to create holes in a surface. A cutout does make the material invisible where the texture is black, and fully visible where white.
Cutout does not make a material “transparent” as a transparent material still reflects and refracts.
A cutout surface also does not extrude or fix the cut volume in any way. It’s purely a surface effect, so it’s best suited for thin objects like wire meshes or laser cut panels.
Cutouts on a thick object |
Real holes |
As textures are based on UV coordinates, surfaces on both side of a thin object need to be aligned for the holes pattern to be aligned too.
Grayscale values in the texture are supported mainly to provide aliasing to the edges between black and white areas of the texture.
In the above exaggerated scale example, you can see how support for grayscale in the cutout texture helps smoothing edges where the texture resolution is noticeable.
Because of the specific use, Cutout can only use textures and not solid colors. It is possible to use a uniformly grey texture to partially fade an otherwise solid material to show something behind for illustration purposes. Just keep in mind that the result is not physically possible and might not work as expected in some cases.
Grey cutout texture |
Transparent material |
Above you can see how using a grey cutout texture isolate part from an object in a less distracting way than a realistic transparent material. A transparent material refraction also shows the physical environment used for lighting, while the fade effect obtained with cutout keeps the solid color background.
In the common surface properties, you can specify a Reflectance amount (except for Metals, where the reflectance is the metal color) for the 90 degrees reflections. At grazing angles, the reflectance increases following the Fresnel curve and becoming 100% reflective at the theoretical edge.
The Highlights Control parameters let you tweak those physically correct settings and also add anisotropy to the reflection shape to simulate brushed surfaces.
Roughness = 0.25, Anisotropy = 0.95 |
Roughness = 0.5, Anisotropy = 0.95 |
Roughness = 0.85, Anisotropy = 0.95 |
Roughness = 0.5, Anisotropy = 0.0 (reference) |
Roughness = 0.5, Anisotropy = 0.35 |
Roughness = 0.5, Anisotropy = 0.75 |
Orientation = 30 degrees |
Orientation = 90 degrees |
Orientation = 135 degrees |
Dimmed reflection (grey Color) to recreate a black chrome material |
No reflection (black Color). Note darkening of edges since this is a physically impossible material. |
Texture used to eliminate reflections on surface pits and deep scratches |