Doc > Nodes > MAT > MeshStandardBuilder
Creates a Mesh Standard 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 |
---|---|---|
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. |
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 |