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	<id>https://wiki.brandon-rodriguez.com/index.php?action=history&amp;feed=atom&amp;title=Blender%2FMaterial_Properties</id>
	<title>Blender/Material Properties - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.brandon-rodriguez.com/index.php?action=history&amp;feed=atom&amp;title=Blender%2FMaterial_Properties"/>
	<link rel="alternate" type="text/html" href="https://wiki.brandon-rodriguez.com/index.php?title=Blender/Material_Properties&amp;action=history"/>
	<updated>2026-05-07T13:45:04Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.3</generator>
	<entry>
		<id>https://wiki.brandon-rodriguez.com/index.php?title=Blender/Material_Properties&amp;diff=601&amp;oldid=prev</id>
		<title>Brodriguez: Add lnk</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandon-rodriguez.com/index.php?title=Blender/Material_Properties&amp;diff=601&amp;oldid=prev"/>
		<updated>2021-05-24T23:21:38Z</updated>

		<summary type="html">&lt;p&gt;Add lnk&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:21, 24 May 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For a detailed, scientific description of material properties, see https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For a detailed, scientific description of material properties, see https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Outside Links ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* https://docs.unrealengine.com/en-US/RenderingAndGraphics/Materials/PhysicallyBased/index.html&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Brodriguez</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandon-rodriguez.com/index.php?title=Blender/Material_Properties&amp;diff=600&amp;oldid=prev</id>
		<title>Brodriguez: Update page</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandon-rodriguez.com/index.php?title=Blender/Material_Properties&amp;diff=600&amp;oldid=prev"/>
		<updated>2021-05-14T05:06:55Z</updated>

		<summary type="html">&lt;p&gt;Update page&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:06, 14 May 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot;&gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Subsurface&amp;#039;&amp;#039;&amp;#039; - Allows light to enter the object, bounce inside it, and reflect back out. 0 leads to a more plastic-like look. 1 gives a more waxy look. Note that subsurface is also important for flesh/skin type materials.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Subsurface&amp;#039;&amp;#039;&amp;#039; - Allows light to enter the object, bounce inside it, and reflect back out. 0 leads to a more plastic-like look. 1 gives a more waxy look. Note that subsurface is also important for flesh/skin type materials.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Subsurface Color&amp;#039;&amp;#039;&amp;#039; - The general color of light given off upon entering an object due to subsurface scattering.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Subsurface Color&amp;#039;&amp;#039;&amp;#039; - The general color of light given off upon entering an object due to subsurface scattering.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Specular&amp;#039;&amp;#039;&amp;#039; - &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Related &lt;/del&gt;to IOR. Can usually be left alone. Alternatively, calculate with the formula {{ ic | ( ( IOR − 1 ) / ( IOR + 1 ) ) ² / 0.08 }}. See [https://www.blendernation.com/2018/11/05/blender-3d-tip-realistic-specular-value-in-principled-shader/ this link] for more info.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &amp;#039;&amp;#039;&amp;#039;Metalic&amp;#039;&amp;#039;&amp;#039; - How much of a metal quality something has.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Specular&amp;#039;&amp;#039;&amp;#039; - &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sometimes used to describe how &amp;quot;shiny&amp;quot; a material is.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** Technically related &lt;/ins&gt;to IOR. Can usually be left alone. Alternatively, calculate with the formula {{ ic | ( ( IOR − 1 ) / ( IOR + 1 ) ) ² / 0.08 }}. See [https://www.blendernation.com/2018/11/05/blender-3d-tip-realistic-specular-value-in-principled-shader/ this link] for more info.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Roughness&amp;#039;&amp;#039;&amp;#039; - How reflective a material looks. 0 is completely reflective, like a mirror. 1 is no light reflection, almost as if it&amp;#039;s made of chalk.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Roughness&amp;#039;&amp;#039;&amp;#039; - How reflective a material looks. 0 is completely reflective, like a mirror. 1 is no light reflection, almost as if it&amp;#039;s made of chalk.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;IOR&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;Index of Refraction&amp;#039;&amp;#039;&amp;#039;) - Indicates how much light rays are bend when they are reflected or refracted. For a comprehensive list, see  https://pixelandpoly.com/ior.html&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;IOR&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;Index of Refraction&amp;#039;&amp;#039;&amp;#039;) - Indicates how much light rays are bend when they are reflected or refracted. For a comprehensive list, see  https://pixelandpoly.com/ior.html&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Emission&amp;#039;&amp;#039;&amp;#039; - Essentially lets the object emit its own light source. Can provide a radioactive or neon type look.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Emission&amp;#039;&amp;#039;&amp;#039; - Essentially lets the object emit its own light source. Can provide a radioactive or neon type look.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Brodriguez</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandon-rodriguez.com/index.php?title=Blender/Material_Properties&amp;diff=586&amp;oldid=prev</id>
		<title>Brodriguez: Create from original blender page</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandon-rodriguez.com/index.php?title=Blender/Material_Properties&amp;diff=586&amp;oldid=prev"/>
		<updated>2021-01-18T17:12:18Z</updated>

		<summary type="html">&lt;p&gt;Create from original blender page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;quot;Material&amp;quot; settings on an object effectively control how light interacts and reflects off of said object.&lt;br /&gt;
&lt;br /&gt;
For example, material settings can be used to make an object look reflective (light bounces off), look like glass (light goes through), look like chalk (light is very diffused at the microscopic level), or other such interactions.&lt;br /&gt;
&lt;br /&gt;
For a detailed, scientific description of material properties, see https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Property Values ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Base Color&amp;#039;&amp;#039;&amp;#039; - The underlying/overall color of a material.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Subsurface&amp;#039;&amp;#039;&amp;#039; - Allows light to enter the object, bounce inside it, and reflect back out. 0 leads to a more plastic-like look. 1 gives a more waxy look. Note that subsurface is also important for flesh/skin type materials.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Subsurface Color&amp;#039;&amp;#039;&amp;#039; - The general color of light given off upon entering an object due to subsurface scattering.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Specular&amp;#039;&amp;#039;&amp;#039; - Related to IOR. Can usually be left alone. Alternatively, calculate with the formula {{ ic | ( ( IOR − 1 ) / ( IOR + 1 ) ) ² / 0.08 }}. See [https://www.blendernation.com/2018/11/05/blender-3d-tip-realistic-specular-value-in-principled-shader/ this link] for more info.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Roughness&amp;#039;&amp;#039;&amp;#039; - How reflective a material looks. 0 is completely reflective, like a mirror. 1 is no light reflection, almost as if it&amp;#039;s made of chalk.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;IOR&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;Index of Refraction&amp;#039;&amp;#039;&amp;#039;) - Indicates how much light rays are bend when they are reflected or refracted. For a comprehensive list, see  https://pixelandpoly.com/ior.html&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Emission&amp;#039;&amp;#039;&amp;#039; - Essentially lets the object emit its own light source. Can provide a radioactive or neon type look.&lt;/div&gt;</summary>
		<author><name>Brodriguez</name></author>
	</entry>
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