Material · Basic
Physical Material
The most complete physically based 3D material: clearcoat, transmission, sheen and iridescence for car paint, glass, velvet and bubbles.
Settings and defaults
- Color
- #ffffff
- Opacity
- 1
- Roughness
- 0.5
- Metalness
- 0.5
- Thickness
- 0.5
- Clearcoat
- 0
- Clearcoat Roughness
- 0
- Transmission
- 0
- IOR
- 1.5
- Env Map Intensity
- 1
- Normal Scale
- 1, 1
- Emissive
- #000000
- Emissive Intensity
- 1
- Attenuation Color
- #ffffff
- Attenuation Distance
- 0
- Sheen
- 0
- Sheen Roughness
- 1
- Sheen Color
- #000000
- Specular Intensity
- 1
- Specular Color
- #ffffff
- Iridescence
- 0
- Iridescence IOR
- 1.3
- Wireframe
- Off
- Transparent
- On
- Side
- 0
Physical is Standard with the layers real objects add on top. It keeps Roughness and Metalness, then lets you lacquer the surface, let light pass through it, give it the soft edge glow of cloth or the shifting rainbow of a soap film.
The extra layers
- Clearcoat and Clearcoat Roughness: a thin clear varnish over the base, so a matte or colored surface gets a second, sharp reflection on top. Car paint, lacquered wood, glazed ceramic.
- Transmission, IOR and Thickness: light travels through the object instead of bouncing off. Transmission sets how see-through it is, IOR how much it bends what is behind it (1.5 is glass), Thickness how much material the light crosses. The Attenuation color and distance tint light as it goes deeper, for colored glass and liquids.
- Sheen, Sheen Roughness and Sheen color: a soft glow at grazing angles, the look of velvet, satin and felt.
- Iridescence and Iridescence IOR: color that shifts with viewing angle, as on bubbles, oil films and beetle shells.
All of these start at zero, so the material looks like Standard until you raise one.
Use it for
Hero products, jewelry and gemstones, bottles and liquids, fabrics and coated surfaces where the extra realism is visible. For ready-made glass, start from the glass family, which is built on this material. For simple solid objects, Standard is lighter and looks the same.
More materials
Standard Material
The everyday physically based 3D material. Roughness and Metalness describe plaster, plastic, paint or polished metal.
BasicBasic 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.
BasicLambert Material
A purely matte 3D material with soft shading and no highlights. Light and fast, for low-poly scenes, terrain and backgrounds.
BasicPhong Material
Classic shiny 3D shading: soft diffuse color plus a sharp highlight. For retro 3D, glossy plastic and quick, light scenes.
BasicToon Material
Cel-shaded 3D material that turns smooth shading into flat bands of color. For cartoon, anime and comic-style scenes and characters.
BasicWorks 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 layoutSilk drape
Drop a silk sheet over a 3D object that drapes and collapses as it vanishes. Reversed, it is the magician-style unveiling.
Object effectHalo
Scene-lit prints on a tilted ring; the picture that comes round to the front steps out toward the viewer, grows and comes to full colour while the others ride the ring faded and grey. Use for brand rings, collections and hero rotations.
Gallery layoutLiquid Metal Blob
A liquid metal cursor: a glossy chrome blob that ripples as it follows the mouse and swells when you move fast. For luxury, fashion and tech.
CursorSilk
Pictures printed on sheets of silk, each a cloth simulation hanging in a light breeze and lit by the scene with a soft sheen; the cursor is a breath of air on the cloth. Use for fashion, textiles and soft, calm showcases.
Gallery layoutApollonian Grid
An Apollonian gasket of tangent circles built by circle inversion, re-balanced by a slow Möbius flow. Use for jewel-like, mathematical and luxury scenes.
Grid