Note

You should add texture coordinates to polygonal objects before using the Decal material. See the help on textures.

Parameters

Surface

Ambient Intensity

A multiplier for the ambient contribution to the material. The ambient lighting model only looks at the ambient lights in the scene. If there are no ambient light, this slider will have no affect.

Lambert Intensity

A multiplier for the diffuse contribution to the material.

Use Base Color

If this box is not checked, the Base Color is ignored. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.

Base Color

This is the main surface color for the material. Defaults to white.

Use Point Color

If this box is checked and the point color, (Cd), is defined, then Cd is multiplied with the Base Color. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.

Opacity

The opacity color for this material.

Use Point Alpha

If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected.

Decal

Decal Texture

The texture file to decal on the surface.

Decal X/Y Offset

Positions the texture on the surface.

Decal X/Y Scale

Increases or decreases the size of the texture on the surface.

Decal Rotation

Rotates the texture on the surface.

Color Map

Use Color Map

If this box is checked the Base Color is multiplied by the specified texture map. Defaults to off. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.

Base Color Map

This the name of the texture file. The icon to the right opens a file browser.

Color Map Wrap

Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. See texture for more information.

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

Color Map Filter

Type of anti-aliasing filter used. See texture for more information.

Color Map Width

Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information.

Color Map Border

The color used outside the map if Decal Wrap is selected. See texture for more information.

Specular

Specular Intensity

A multiplier for the specular contribution to the material.

Specular Color

The specular highlight color, defaults to a very pale pink.

U Roughness

This value controls the size or spread of the specular highlight. If Anisotropic is selected, this value controls the specular highlight in only the U direction.

V Roughness

If Anisotropic is selected, this value controls the specular highlight in only the V direction It is ignored with any other specular function.

Sharpness

This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected.

Specular Type

A selector for the specular function. Anisotropic is used to get an elliptical highlight. Glossy is typically used for highly reflective materials to get a sharp edges highlight. Defaults to the VEX specular function.

Specular Mask

Use Specular Mask

If this box is checked, the specular color is multiplied by the color of the texture in Specular Mask. Defaults to off.

Specular Mask

This the name of the texture file. The icon to the right opens a file browser.

Specular Mask Channel

Picks which channel of the texture is used for the mask. This allows using the one map for 3 masks. The default is lum which uses the luminance of all the channels in the texture as the mask.

Spec Mask Wrap

Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. See texture for more information.

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

Spec Mask Filter

Type of anti-aliasing filter used. See texture for more information.

Spec Mask Filter Width

Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information.

Spec Mask Border

The color used outside the map if Decal Wrap is selected. See texture for more information.

See also

Materials gallery

  • UV Map

    This is basic diffuse material, no specular, with a map of colored and numbered squares.

  • Basic Flame

    A constant material where the density value of the volume drives the color ramp.

  • Basic Liquid

    A reflective refractive material for liquids using ray tracing.

  • Basic Smoke

    A diffuse material designed specifically for volume objects.

  • Billowy Smoke

    A billowy diffuse material designed specifically for volume objects.

  • Checkerboard

    This is a basic material with checked color map.

  • Clay

    This is basic diffuse material without specular.

  • Constant

    This is a constant material with optional maps for color and opacity.

  • Constant Smoke

    A diffuse unlit material designed specifically for volume objects.

  • Decal

    This material applies a texture an object.

  • Dust Puff

    A material suitable for using particles to render smoke or fog.

  • Fluid Fire

    A constant material where the density value of the volume drives the color ramp.

  • Glow

    This is a constant material, which represents the angle between the camera and the surface normal.

  • Liquid Smoke

    A diffuse material designed specifically for interior of volume liquids.

  • Ocean Surface

    This material gives the appearance of an ocean surface.

  • Shadow Matte

    Implements a shadowmatte shader that occludes geometry behind the surface being rendered.

  • Show Normal

    This is a constant material showing the value of the surface normal’s x y z directions in a red, green, blue color.

  • Show Shading Point

    This is a constant material showing the value of the shading point’s x y z values in a red, green, blue color.

  • Show Tangent

    This is a constant material showing the value of the surface tangent’s x y z directions in a red, green, blue color.

  • Show UV

    This is a constant material used to verify an objects texture coordinates.

  • Simple Ramp

    Simple but effective ramp surface shader which may be used as either an x-ray or toon material.

  • Sprite Fog

    A material suitable for using particles to render smoke or fog.

  • Uniform Volume

    Renders a closed surface as a volume consisting of a uniform fog.

  • Wispy Smoke

    A wispy diffuse material designed specifically for volume objects.