Material options

Material options

When using UltraHD, materials scan be optimised by ticking 'Use UltraHD Finish Settings'.

Material option definitions below:
  1. Base Colour: RGB Colour
  2. Diffuse Colour: Adjust the base colour of the material to control how it interacts with light.
  3. Specular: Control the material's specular highlights, which determines how shiny or reflective the surface appears.
  4. Specular Tint: This input allows you to tint the colour of the specular highlights. It affects the colour of the reflections on metallic surfaces, giving you more control over the appearance of the material.
  5. Roughness: Adjust the roughness of the material to control the size and sharpness of reflections. Lower values result in smoother, more mirror-like surfaces, while higher values create rougher surfaces.
  6. Normal Mapping: Apply a normal map to simulate surface detail without adding additional geometry. This creates the illusion of bumps and grooves on the surface.
  7. Emission: Make the material emit light, allowing you to create glowing or self-illuminated objects.
  8. Transparency: Control the transparency of the material, allowing light to pass through it. Useful for creating materials like glass or water.
  9. Transmission: controls how light interacts with transparent or translucent surfaces. Specifically, it determines how much light is transmitted through the material rather than being reflected or absorbed.
  10. Volume Density: Control how much light is absorbed as it passes through a volume, affecting the colour and intensity of the material.
  11. Metallic: This input controls how metallic the material appears. A value of 0.0 means the material is non-metallic (dielectric), while a value of 1.0 means it's fully metallic. Metallic materials reflect light like a mirror and have sharp specular highlights.
  12. Refractive Index- The refractive index determines how much the path of light is bent, or refracted, when entering a material. The refractive index is often only applied to surfaces which have some level of transparency to either increase or decrease the distortion through an object.
  13. Alpha: This controls the transparency of an object's surface. It determines how much light passes through the material, affecting its visibility and interaction with other objects in the scene. The Alpha channel is particularly useful for creating materials such as glass, water, or other translucent surfaces.
  14. Alpha Texture: This is a type of texture that contains information about the transparency of an object's surface. It defines which parts of the object are opaque and which parts are transparent.

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