Material Explorer
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/StandardShaderBall.glb
Base
Multiplier on the intensity of the reflection from the diffuse and metallic base.
Color:
Color of the reflection from the diffuse and metallic base.
Specifies how metallic the base material appears (dials the base from pure dielectric to pure metal).
Specular
Multiplies the specular reflectivity.
Color:
Color of the specular reflection (controls the physical edge-tint for metals, and a non-physical overall tint for dielectrics).
The roughness of the specular reflection. Lower numbers produce sharper reflections, higher numbers produce blurrier reflections.
Index of refraction of the dielectric base.
The directional bias of the roughness of the metal/dielectric base, resulting in increasingly stretched highlights along the tangent direction.
Transmission
Mixture weight between the transparent and opaque dielectric base. The greater the value the more transparent the material.
Linearly scales the amount of dispersion.
Transmission Color:
Controls color of the transparent base due to Beer's law volumetric absorption under the surface (reverts to a non-physical tint when transmission_depth is zero).
Specifies the distance light travels inside the transparent base before it becomes exactly the transmission_color according to Beer's law.
Coat
The presence weight of a reflective clear-coat layer on top of the material. Use for materials such as car paint or an oily layer.
The roughness of the clear-coat reflections. The lower the value, the sharper the reflection.
Fuzz
The presence weight of a fuzz layer that can be used to approximate microfibers, for fabrics such as velvet and satin as well as dust grains.
Color:
The color of the fuzz layer.
The roughness of the fuzz layer.
Emission
Emission weight luminance multiplier.
The amount of emitted light, as a luminance in nits.
Color:
The color of the emitted light.
Thin Film
Coverage weight of the thin-film. Use for materials such as multi-tone car paint or soap bubbles.
The thickness of the thin-film layer on the base (in micrometers).
The index of refraction of the thin-film.
Geometry
Thin Walled:
If true the surface is double-sided and represents an infinitesimally thin shell. Suitable for extremely geometrically thin objects such as leaves or paper.
The opacity of the entire material.
Path Tracing
Enable:
Enables path tracing which is computationally intensive and can cause your web browser to freeze. It can take up to a minute to initialize the first time.
Controls max number of samples before stopping the render.
Max number of light bounces to trace. Highly reflective materials will need more, and refractive materials will need even more to avoid dark areas.
Controls the resolution of the path tracing render, relative to the viewport size.