Doc > Nodes > MAT > PointsBuilder

Doc > Nodes > MAT > PointsBuilder

Creates a Points 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
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
useFog boolean toggle on if you have a fog in the scene and the material should be affected by it