Doc > Nodes > MAT > MeshNormal

Doc > Nodes > MAT > MeshNormal

Creates a Mesh Basic Material

Description

This material only emits a color and does not react to light. It is therefore the less resource intensive material.

Parameters

Name Type Description
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
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