Standard Material Properties
There are various standard properties that can be changed when working with materials, in this sections we will go through those properties to explain what they do and how they can be used.
Please see the main material page to see how you can adjust materials via the API.
Color / Map
The color property is one of the simplest properties there is. It is simply changes the color of the material. If a map is applied, the color is multiplied with the map color.
The map of a material is the color texture that is applied to it. Instead of a simple color, the texture is read for per-pixel control of the value.
Normal / Bump
The normal map is used to fake small details like bumps and dents. It can be used to add more detail to an object without adjusting the geometry of it.
The normal scale is a multiplier for the normal map. The higher the value, the more pronounced are the effects.
The bump map can be seen as an older version of the normal map. It works in a similar way, but compared to the normal map, the bump map only stores the height, compared to the normal map that stores the angle as well.
If a bump map and a normal map are supplied, only the normal map is used.
The bump scale is a multiplicator for the bump map, as the normal scale is a multiplicator for the normal map.
The displacement map actually move the vertices in a direction. Therefore, the actual geometry is transformed. As you can see from this example, the mesh on which to apply a displacement map, has to have certain properties. It has to be closed, as otherwise the geometries do not connect anymore. Additionally it has to have as many vertices as possible before being a performance liability. This is needed to show all the small details of the map. For a better example, please look here.
The amount of displacement that is applied.
The offset with which the displacement map is applied.
The emissiveness of a material is the color that is not affected by light. Compared to the regular understanding of emissiveness, which would indicate light emission and therefore illumination, this emissiveness property only indicates that the material is unaffected by light for this color.
Note: We are currently working on options to add a glow effect to the material to emulate the emissiveness better.
The emissive map is used for per-pixel control of the value.
Ambient Occlusion Map
The ambient occlusion map is a map that is used to simulate ambient occlusion on the model. If a second set of UV coordinates is supplied, the map will be applied to those.
Ambient Occlusion Intensity
A scaling factor for the ambient occlusion map.