PT MAT¶
Summary¶
A PT MAT describes what a surface is made of: its colour, whether it is metal, how rough it is, whether it is transparent like glass, whether it has a clear coat, and whether it glows. Textures and geometry attributes can vary all of these across a surface.
Give it to geometry with a PT GEO's Material parameter, or wire geometry through it. See Materials for examples.
The Attributes page is shared by all PT MATs and PT LIGHTs in a project: changing it on one changes it on all.
Inputs¶
- Input 0: Geometry - Optional. Geometry wired through a PT MAT takes this material. Wire it on into a PT GEO whose Material is empty, for example to give the parts of one object different materials before merging them.
Outputs¶
- Output 0: Geometry - The geometry with this material.
Material page¶
Color Colorr Colorg Colorb - The colour of the surface. For metals it is the colour of their reflections.
Emit Emit - Makes the surface give off light, in its Color. 0 is off. Emitting surfaces light the scene like PT LIGHTs do.
Render as Light Source Renderaslightsource - Shows the emitting surface to the camera. Off, it still lights the scene and shows in reflections, but the camera sees through it.
Metallic Metallic - 0 is a non-metal such as plastic, wood or paint; 1 is a metal, whose reflections take on its Color. Values in between blend the two.
Roughness Roughness - How rough the surface is. 0 is a sharp mirror-like reflection; 1 is fully matte.
IOR Ior - The index of refraction: how strongly the surface reflects at grazing angles and how much transparent material bends light. 1.33 is water, 1.5 glass, 2.4 diamond.
Clear Coat Clearcoat - A clear, glossy varnish on top of the surface, like car paint or lacquered wood. 0 is off.
Tint Clearcoattintr Clearcoattintg Clearcoattintb - The colour of the clear coat.
Transparency Transparency - How much light passes through the surface. 1 is fully transparent, like glass or water; combine it with Roughness for frosted glass.
Absorption Absorptionr Absorptiong Absorptionb - The colour that is absorbed inside a transparent material, so thick parts get more strongly coloured than thin ones. Absorbing red gives cyan glass. Black absorbs nothing.
Absorption Strength Absorptionstrength - How strongly Absorption acts.
Dispersion Dispersion - Splits light into its colours inside transparent material, as in a prism or diamond. 0 is off; small values are enough.
Textures page¶
Substance TOP Substancetop - A Substance TOP to take the colour, metallic, roughness and normal maps from, all at once. The Emit and Transparency textures below still apply.
Color Colortexture - An image multiplied with Color. The geometry needs texture coordinates.
Metallic Metallictexture - An image multiplied with Metallic (its red channel).
Roughness Roughnesstexture - An image multiplied with Roughness (its red channel).
Normal Normaltexture - A tangent-space normal map that adds surface detail without more geometry.
Emit Emittexture - An image multiplied with Emit (its red channel), to make only parts of the surface glow.
Transparency Transparencytexture - An image multiplied with Transparency (its red channel), for cut-outs and partly transparent surfaces.
Attributes page¶
Color Colorattr - Where the colour comes from. None uses the Color parameter for the whole surface. Point, Primitive or Vertex read a Color attribute of that kind from the geometry, so the colour can change across the surface; where the geometry has none, the material's colour is written into it.
- No Attribute - The material's parameter, the same everywhere.
- Point - A point attribute of the same name.
- Primitive - A primitive attribute of the same name.
- Vertex - A vertex attribute of the same name.
Emit Emitattr - Where the emission comes from, as for Color, from an Emit attribute.
Normalize by Area Normalizebyarea - Divides the emission by the object's surface area, so its total light stays the same when you make it bigger or smaller. Turn it off to make Emit the brightness of the surface itself, so that larger objects give more light.
Metallic Metallicattr - Where the metallic value comes from, as for Color, from a Metallic attribute.
Roughness Roughnessattr - Where the roughness comes from, as for Color, from a Roughness attribute.
IOR Iorattr - Where the index of refraction comes from, as for Color, from an Ior attribute.
Clear Coat Clearcoatattr - Where the clear coat amount comes from, as for Color, from a Clearcoat attribute.
Tint Clearcoattintattr - Where the clear coat tint comes from, as for Color, from a Clearcoattint attribute.
Transparency Transparencyattr - Where the transparency comes from, as for Color, from a Transparency attribute.
Absorption Absorptionattr - Where the absorption colour comes from, as for Color, from an Absorption attribute.
Dispersion Dispersionattr - Where the dispersion comes from, as for Color, from a Dispersion attribute.
Override if Attribute Exists Overrideifexists - When the geometry already carries one of these attributes, replace its values with the material's (on), or keep the geometry's own (off).
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