Material
Advanced Materials: Reflection, Glass and Motion
Five advanced 3D materials: a mirror floor, refraction, see-through transmission glass, and two surfaces that distort or wobble the shape in motion.
Settings and defaults
- Color
- #777777
- Opacity
- 1
- Roughness
- 0.1
- Metalness
- 1
- Blur
- 300, 100
- Resolution
- 512
- Mix Blur
- 1
- Mix Strength
- 40
- Depth Scale
- 1
- Min Depth Threshold
- 0
- Max Depth Threshold
- 1
- Side
- 2
Advanced materials are the ones that do more than color a surface. Two of them look at the rest of the scene and show it back, as a reflection or through the object like glass. Two others move the shape itself, bending or wobbling its surface over time. One bends light through the object like a cut gem. They cost more to render than a plain finish, so they are best kept for the object that matters: the floor under a product, the glass hero piece, the blob in the middle of the landing page.
The five materials
- Reflector turns a flat surface into a mirror of the scene above it, with controllable blur, so you get anything from a polished studio floor to a soft, wet-looking reflection. It is made for floors, stages and table tops.
- Refraction is set up for a gem-like surface that bends light strongly, with colored fringes at the edges, controlled by IOR and Aberration Strength.
- Transmission is real-looking glass: the scene behind the object is rendered, then bent through it, so a cube or a logo looks like a thick piece of clear or frosted glass, with optional color fringing and a warping distortion.
- Distort pushes the surface in and out with a moving noise, so a sphere becomes a living, breathing blob.
- Wobble twists the shape back and forth over time, like jelly.
How they differ
Reflector and Transmission both depend on the scene around the object. A reflection of an empty scene is just the background color, and glass in front of nothing shows nothing, so place them where there is something to reflect or look through: other objects, an environment, a colored background. Distort and Wobble do not care about the scene at all; they change the geometry, so they look the same anywhere and work on top of a plain color.
Distort and Wobble need a shape with enough detail to bend. A sphere or a smooth model deforms nicely; a simple cube has too few points and will only move at its corners.
How to choose
- Product on a floor: Reflector on a large plane under the product. Raise Mix Strength for a mirror, raise Blur and Mix Blur for a soft, satin floor.
- Glass object or glass logo: Transmission. Thickness and Roughness are the two knobs that matter most: thick and clear for crystal, rough for frosted glass. For ready-made glass looks without the scene-capture cost, see the glass materials.
- Organic, alive hero shape: Distort on a sphere, with a moderate Distort value and a slow Speed.
- Playful, bouncy object: Wobble, with a low Factor for a gentle sway or a high one for a cartoon jiggle.
Every one of these keeps its settings in the studio panel, so you can push a preset from subtle to extreme while watching the result live.
All advanced
Reflector
A reflective surface for floors and stages: mirrors the scene above it, with blur, strength and depth fade controls.
02Refraction
A refraction material for gem-like objects: strong light bending set by IOR, with colored fringes from Aberration Strength.
03Transmission
Real-looking glass for any 3D object: the scene behind it bends through the shape, clear or frosted, with color fringing and animated distortion.
04Distort
An animated distortion material that pushes the surface in and out with moving noise, turning a sphere into a living, breathing blob.
05Wobble
An animated material that twists the shape back and forth over time like jelly, with a Factor for strength and a Speed for tempo.
More materials
Basic
The six standard 3D surface materials, from unlit flat color to physically based paint, clearcoat and cel shading. How each one takes light.
MaterialGlass
Ten glass presets for 3D scenes: clear, frosted, tinted, smoky, stained, ice, water, amber and gem-like glass for any shape, model or 3D text.
MaterialMetal
Twelve metal presets for 3D scenes, from mirror chrome and gold to brushed, raw and rusty metal, for any shape, model or 3D text.
MaterialCustom Shader
Custom shader surfaces for 3D objects: an unlit color-or-image surface to start from, and the shader materials you create yourself in the studio.
MaterialSmoke
Animated smoke materials: a rising column that curls into billows, or a twisting ribbon of wispy smoke. Translucent, endless, no code.
MaterialWood
Fourteen wood finishes for any 3D object, from pale Birch to black Ebony, each set by colour, roughness and reflection strength.
MaterialWorks well with
Glass Panes
Pictures sealed behind thick panes of physical glass that refract the room and are lit by the scene; the front pane steps forward, the others stand back dimmer. Use for architecture, luxury, product and corporate showcases.
Gallery layoutBasic Grid
A plain floor grid of cells and section lines that fades into the distance. A clean ground reference for product, layout and architecture scenes.
GridBox
Rectangular box / cube. Use for crates, walls, blocks, cubes.
ShapeCone
Pointed cone. Use for traffic cones, spires, ice-cream cones, witch hats.
ShapeCylinder
Cylinder (pipe / tube / column). Use for poles, columns, cans, pipes.
ShapeDirectional Light
Parallel rays from one direction (like the sun). Use for sunlight, moonlight, key light.
Light