Documentation / Node reference / mat nodes
mat/Voxel
Tunes how a VOXEL object is shaded.
Voxel
A .VOXEL object already renders without this node, since the voxel material is the default for the type. The node exists to tune that material: how rough or metallic the surface reads, and whether an environment map lights it. The voxel grid itself is read straight from the object's geometry, so there is nothing to bake and no texture to wire for the voxels. Colour comes from the voxel data, not from here.
Parameters
| Name | Type | What it does |
|---|---|---|
| roughness | Float | How rough the surface is. 0 is a mirror finish, where reflections stay sharp, and 1 scatters them into a broad matte sheen. This is the param that decides whether the voxels read as polished or as chalk. |
| metalness | Float | Whether the surface behaves as metal. 0 is a dielectric, which keeps its own colour and adds a separate highlight. 1 is metal, where the colour tints the reflection itself and there is no separate highlight. Values between the two are for a transition or a coated surface, not for a real material. |
| envMap | NodePath | An optional TEX node holding an environment map, which lights the surface from every direction rather than from a single light. Prefilter it with tex/EnvironmentGGX so roughness can pick a blur level. Leave it empty and envIntensity has nothing to work on. |
| envIntensity | Float | How strongly the environment map lights the surface. 0 switches the environment contribution off entirely, whatever envMap says. |
| envColor | Color | A tint on the light the environment map contributes, before it reaches the surface. White leaves the map as it is; use it to warm or cool the ambient light without editing the map. |
| sides | UInt8 FRONT · BACK · BOTH | Which side of each triangle is drawn. FRONT draws the outward-facing side only, which is what a closed mesh wants: its inner surface is hidden anyway, so drawing it is wasted work. BACK draws the inward-facing side, for a surface seen from the inside such as a skydome or a box the camera sits in. BOTH draws either side, which is what an open single surface needs: a cutout leaf, a sheet of cloth, or a plane the camera can walk around, all of which disappear from one side under FRONT. The shadow pass follows BOTH so an open surface still casts a shadow whichever way it faces the light, and draws FRONT otherwise. |
This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.