Material
Basic 3D Materials
The six standard 3D surface materials, from unlit flat color to physically based paint, clearcoat and cel shading. How each one takes light.
Settings and defaults
- Color
- #ffffff
- Opacity
- 1
- Reflectivity
- 0.5
- Wireframe
- Off
- Transparent
- Off
- Side
- 0
Basic materials are the plain, solid surfaces you reach for first: a single color (or an image) on a shape, a model or 3D text, with no animation or procedural pattern on top. What sets the six apart is how they respond to light. One ignores it completely, two treat it the way real surfaces do, two use older and simpler lighting, and one turns shading into flat cartoon bands.
The six lighting models
- Basic is unlit. The color you pick is the color you see, from every angle, whatever lights are in the scene. No shading, no highlights.
- Standard is physically based. Two sliders, Roughness and Metalness, describe almost any everyday surface: matte plaster, satin plastic, brushed or polished metal.
- Physical is Standard plus the extra layers real objects have: a clearcoat over the paint, light passing through (Transmission and IOR), the soft sheen of fabric and the rainbow film of iridescence.
- Phong is the classic shiny model: a diffuse color plus a sharp highlight whose tightness you set with Shininess and whose tint you set with the Specular color.
- Lambert is purely matte. Light falls off smoothly across the form and there is never a highlight.
- Toon splits light into hard steps instead of a smooth gradient, the look of cel animation and comics.
How to choose
Start from what the surface should read as. For anything meant to look real, a product, furniture, a floor, a logo in brushed steel, use Standard; it is the default for a reason and responds correctly to the scene lights and environment. Move to Physical only when the object needs a layer Standard cannot give it: car paint with a lacquer, a glass bottle, velvet, a soap bubble. It costs more to draw, so keep it for the hero object.
For graphic, illustrative scenes, choose by style. Basic is right for flat shapes, labels and anything that must keep an exact brand color regardless of lighting; it is also the cheapest material to render, useful when a scene holds hundreds of objects. Toon gives characters and objects an animated-series look. Lambert and Phong suit low-poly and retro 3D, Lambert when you want soft matte forms, Phong when you want the bright plastic highlight of early 3D games.
Settings they share
Every basic material has a Color, an Opacity slider (with transparency on) and a wireframe switch, and accepts image textures for color and transparency. The lit ones (all but Basic) take an Emissive color with Emissive Intensity, which makes part or all of the surface glow without needing a light. Standard and Physical add maps for roughness, metalness, bumps and real surface displacement, so a photo-scanned texture set can be dropped straight in.
For surfaces with a look of their own rather than a lighting model, see the dedicated families: glass, metal and plastic are ready-made, tuned presets built on the same physically based lighting.
All basic
Basic Material
An unlit 3D material: flat color or image that ignores every light in the scene. For UI panels, flat graphics and exact brand colors.
02Standard Material
The everyday physically based 3D material. Roughness and Metalness describe plaster, plastic, paint or polished metal.
03Physical Material
The most complete physically based 3D material: clearcoat, transmission, sheen and iridescence for car paint, glass, velvet and bubbles.
04Phong Material
Classic shiny 3D shading: soft diffuse color plus a sharp highlight. For retro 3D, glossy plastic and quick, light scenes.
05Lambert Material
A purely matte 3D material with soft shading and no highlights. Light and fast, for low-poly scenes, terrain and backgrounds.
06Toon Material
Cel-shaded 3D material that turns smooth shading into flat bands of color. For cartoon, anime and comic-style scenes and characters.
More materials
Advanced
Five advanced 3D materials: a mirror floor, refraction, see-through transmission glass, and two surfaces that distort or wobble the shape in motion.
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.
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.
MaterialPlastic
Fourteen plastic finishes for any 3D object: glossy, matte, rubber, clear acrylic and frosted, each set by colour, roughness and opacity.
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
Basic 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.
ShapeShapes
Solid 3D shapes for any scene: primitives, polyhedra, icons and 3D text, each able to wear any material or turn into points and lines.
ObjectCapsule
Cylinder with hemispherical caps. Use for pills, character bodies, rounded poles.
Shape