Doc > Nodes > MAT > MeshMatcap

Doc > Nodes > MAT > MeshMatcap

Creates a Mesh Standard Material

Description

This material needs lights to be visible.

Parameters

Name Type Description
color color material color
useVertexColors boolean defines if the color attribute on the geometry is used
transparent boolean sets the material to transparent
opacity float sets the material opacity
alphaTest float sets the min alpha below which the material is invisible
useMatcapMap boolean toggle if you want to use a matcap map
matcapMap node_path specify the matcap map COP node
useMap boolean toggle on to use a map affecting color
map node_path texture map affecting color
useAlphaMap boolean toggle if you want to use an alpha map
alphaMap node_path specify the alpha map COP node
useBumpMap boolean toggle if you want to use a bump map
bumpMap node_path specify the bump map COP node
bumpScale float bump scale
bumpBias float bump bias
useDisplacementMap boolean toggle if you want to use a displacement map
displacementMap node_path specify the displacement map COP node
displacementScale float displacement scale
displacementBias float displacement bias
useNormalMap boolean toggle if you want to use a normal map
normalMap node_path specify the normal map COP node
normalMapType integer type of normal map being used
normalScale vector2 How much the normal map affects the material. Typical ranges are 0-1
normalScaleMult float Normal Map Scale Multiplier, which multiples normalScale
doubleSided boolean defines if the material is double sided or not
front boolean if the material is not double sided, it can be front sided, or back sided
overrideShadowSide boolean override the default shadowSide behavior
shadowDoubleSided boolean defines which side(s) are used when rendering shadows
shadowFront boolean if the material is not double sided, it can be front sided, or back sided, when computing shadows
colorWrite boolean defines if the objects using this material will be rendered in the color buffer. Setting it to false can have those objects occlude the ones behind
depthWrite boolean defines if the objects using this material will be rendered in the depth buffer. This can often help transparent objects
depthTest boolean toggle depth test
premultipliedAlpha boolean premultipliedAlpha
blending integer blending
dithering boolean dithering, which can be useful when using postprocessing and banding appears on some objects
polygonOffset boolean activate polygon offset
useFog boolean toggle on if you have a fog in the scene and the material should be affected by it