Doc > Nodes > MAT > MeshPhysicalBuilder

Doc > Nodes > MAT > MeshPhysicalBuilder

Creates a Mesh Physical Material, which can be extended with GL nodes.

Description

This node can create children, which will be GL nodes. The GLSL code generated by the nodes will extend the Material.

Parameters

Name Type Description
setBuilderNode boolean if toggled on, the shader will be built from the gl nodes of another material. This can be useful to have multiple materials use the same gl network, but still set the uniforms differently
builderNode node_path builder node
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
wireframe boolean toggle on to set material to wireframe
wireframeLinewidth float wireframe line width
useFog boolean toggle on if you have a fog in the scene and the material should be affected by it
shadowPCSS boolean if on, the material will blur shadows cast on this object. Note that you should adjust the near parameter of the light shadow to get the result visible
shadowPCSSFilterSize float shadowPCSSFilterSize PCSS Shadow filter size
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
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
useAOMap boolean toggle if you want to use an ambient occlusion map
aoMap node_path specify the AO map COP node
aoMapIntensity float ambient occlusion intensity
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
emissive color emissive color
useEmissiveMap boolean toggle if you want to use a emissive map
emissiveMap node_path specify the emissive map COP node
emissiveIntensity float emissive intensity
useEnvMap boolean toggle if you want to use an environment map
envMap node_path specify the environment map COP node
envMapIntensity float environment intensity
useLightMap boolean toggle if you want to use a light map
lightMap node_path specify the light map COP node
lightMapIntensity float light. When set to 0, reflections from environment maps will be very sharp, or blurred when 1. Any value between 0 and 1 can help modulate this.
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
useMetalnessMap boolean toggle if you want to use a metalness map
metalnessMap node_path specify the metalness map COP node
metalness float metalness. It's recommended to either set this value to 0 or to 1, as objects are either metallic or not. Any value in between tends to look like an alien plastic
useRoughnessMap boolean toggle if you want to use a roughness map
roughnessMap node_path specify the roughness map COP node
roughness float roughness. When set to 0, reflections from environment maps will be very sharp, or blurred when 1. Any value between 0 and 1 can help modulate this.
clearcoat float Represents the thickness of the clear coat layer, from 0.0 to 1.0
useClearCoatMap boolean toggle if you want to use a roughness map
clearcoatMap node_path specify the roughness map COP node
useClearCoatNormalMap boolean toggle if you want to use a clear coat normal map
clearcoatNormalMap node_path specify the roughness map COP node
clearcoatNormalScale vector2 How much the normal map affects the material. Typical ranges are 0-1
clearcoatRoughness float clearcoatRoughness
useClearCoatRoughnessMap boolean toggle if you want to use a clear cloat map
clearcoatRoughnessMap node_path specify the roughness map COP node
useSheen boolean toggle if you want to use sheen
sheen float The intensity of the sheen layer, from 0.0 to 1.0. Default is 0.0.
sheenRoughness float If a color is assigned to this property, the material will use a special sheen BRDF intended for rendering cloth materials such as velvet. The sheen color provides the ability to create two-tone specular materials. null by default
sheenColor color If a color is assigned to this property, the material will use a special sheen BRDF intended for rendering cloth materials such as velvet. The sheen color provides the ability to create two-tone specular materials. null by default
transmission float Degree of transmission (or optical transparency), from 0.0 to 1.0. Default is 0.0. Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive. The transmission property can be used to model these materials. When transmission is non-zero, opacity should be set to 1.
useTransmissionMap boolean toggle if you want to use a transmission map
transmissionMap node_path specify the roughness map COP node
ior float Index-of-refraction for non-metallic materials
thickness float thickness
useThicknessMap boolean toggle if you want to use a thickness map
thicknessMap node_path specify the roughness map COP node
attenuationDistance float attenuation distance
attenuationColor color attenuation color