Blender/Material Properties: Difference between revisions
< Blender
Jump to navigation
Jump to search
Brodriguez (talk | contribs) (Create from original blender page) |
Brodriguez (talk | contribs) (Add lnk) |
||
(One intermediate revision by the same user not shown) | |||
Line 4: | Line 4: | ||
For a detailed, scientific description of material properties, see https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html | For a detailed, scientific description of material properties, see https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html | ||
== Outside Links == | |||
* https://docs.unrealengine.com/en-US/RenderingAndGraphics/Materials/PhysicallyBased/index.html | |||
Line 10: | Line 14: | ||
* '''Subsurface''' - 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. | * '''Subsurface''' - 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. | ||
* '''Subsurface Color''' - The general color of light given off upon entering an object due to subsurface scattering. | * '''Subsurface Color''' - The general color of light given off upon entering an object due to subsurface scattering. | ||
* '''Specular''' - | * '''Metalic''' - How much of a metal quality something has. | ||
* '''Specular''' - Sometimes used to describe how "shiny" a material is. | |||
** Technically 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. | |||
* '''Roughness''' - How reflective a material looks. 0 is completely reflective, like a mirror. 1 is no light reflection, almost as if it's made of chalk. | * '''Roughness''' - How reflective a material looks. 0 is completely reflective, like a mirror. 1 is no light reflection, almost as if it's made of chalk. | ||
* '''IOR''' ('''Index of Refraction''') - Indicates how much light rays are bend when they are reflected or refracted. For a comprehensive list, see https://pixelandpoly.com/ior.html | * '''IOR''' ('''Index of Refraction''') - Indicates how much light rays are bend when they are reflected or refracted. For a comprehensive list, see https://pixelandpoly.com/ior.html | ||
* '''Emission''' - Essentially lets the object emit its own light source. Can provide a radioactive or neon type look. | * '''Emission''' - Essentially lets the object emit its own light source. Can provide a radioactive or neon type look. |
Latest revision as of 23:21, 24 May 2021
"Material" settings on an object effectively control how light interacts and reflects off of said object.
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.
For a detailed, scientific description of material properties, see https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html
Outside Links
Property Values
- Base Color - The underlying/overall color of a material.
- Subsurface - 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.
- Subsurface Color - The general color of light given off upon entering an object due to subsurface scattering.
- Metalic - How much of a metal quality something has.
- Specular - Sometimes used to describe how "shiny" a material is.
- Technically related to IOR. Can usually be left alone. Alternatively, calculate with the formula
( ( IOR − 1 ) / ( IOR + 1 ) ) ² / 0.08
. See this link for more info.
- Technically related to IOR. Can usually be left alone. Alternatively, calculate with the formula
- Roughness - How reflective a material looks. 0 is completely reflective, like a mirror. 1 is no light reflection, almost as if it's made of chalk.
- IOR (Index of Refraction) - Indicates how much light rays are bend when they are reflected or refracted. For a comprehensive list, see https://pixelandpoly.com/ior.html
- Emission - Essentially lets the object emit its own light source. Can provide a radioactive or neon type look.