Materials

Materials describe the object surface’s response to light and also contain information about its transparency, reflectivity, physical parameters and so on.

Meshes can have one or more materials. In case of multiple materials they can be assigned to different polygons in the Edit Mode. To do this select the needed polygons, select the needed material from the list and click the Assign button.

The following material types are supported: Surface, Halo.

Lighting Parameters

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Diffuse > Color
Diffuse light color. The default value is (0.8, 0.8, 0.8). It may interact with the diffuse map color.
Diffuse > Intensity
Diffuse light intensity. The default value is 0.8.
Diffuse > Shader
Diffuse shading algorithm. The default value is Lambert.
Specular > Color
Specular light color. The default value is (1.0, 1.0, 1.0). It may interact with the specular map color.
Specular > Intensity
Specular light intensity. The default value is 0.5.
Specular > Hardness
Exponent in the specular shading calculation formula. The default value is 50. Note that the formula used in the engine differs slightly from the Blender’s one.
Specular > Shader
Specular shading algorithm. The default value is CookTorr.
Shading > Emit
Emission intensity. The default value is 0.0.
Shading > Ambient
Ambient influence factor on material. The default value is 1.0.
Shading > Shadeless
When enabled, a material doesn’t react to light. Disabled by default.
Shading > Tangent Shading

When this parameter is enabled, the engine will use the material’s tangent vector (instead of normal vector) for calculating the object’s color. This can be used for creating anisotropic shading effects.

_images/materials_tangent_shading_comparison.png

On the left: standard shading model; on the right: tangent shading model.

Shading > Double-Sided Lighting
Enables the double-sided lighting mode. This option is useful for non-transparent objects with a single-layered mesh.

Transparency

_images/panel_transparency.png

Types

Transparency implementation type can be selected in the Transparency menu on the Properties > Material panel.

The engine supports the following transparency implementation types (sorted in the ascending order by performance):

Alpha Sort
Transparent with a gradient. The engine sorts the triangles by camera distance in order to render overlapping transparent surfaces correctly. This operation is computationally expensive. It is recommended to use this feature for closed transparent geometry (bottle, car glass etc).
Alpha Blend
Transparent with a gradient. The sorting of triangles is not performed. It is recommended to use this feature for unclosed transparent geometry (water surface, decals).
Add
Transparent with a gradient. The sorting of triangles is not performed. The engine disables writing to the depth buffer which causes transparent surfaces to be rendered in arbitrary order. It is recommended to use this feature for effects (particle systems, glowing beams).
Alpha Clip
Transparent without a gradient. The engine discards pixels if their alpha is less than 0.5. The sorting of triangles is not performed. It is recommended to use this feature with a mask texture to visualize smaller details (tree leaves, grass).
Opaque
Non-transparent. Alpha is ignored. This is the default value.
_images/alpha_types.png

Additional Settings

Transparency > Show Transparency
Enabling the transparency checkbox is required for viewing transparent objects in Blender. The engine ignores this option - the Alpha Blend option is used instead.
Transparency > Alpha
Material transparency level. The engine ignores this parameter (in contrast to Blender) if there is a diffuse texture - the alpha channel values of a texture are used instead.
Transparency > Z Offset
This option explicitly specifies relative positioning order of objects with different materials with the purpose of depth sorting. The option can take both negative and positive values. The more distant the object is the lesser parameter value should be to provide correct rendering. The default value is 0.0.

Reflection

_images/panel_mirror.png

Static Reflection

A surface reflects the same image no matter how the environment changes. For activation simply use the mirror map.

Dynamic Reflection

A surface reflects the selected objects in their current position. The engine supports planar and spherical reflections.

Note

If you are using node materials, dynamic reflection will only work if a Material or Extended Material node is present in the node tree.

Activation

  1. Check Reflections setting on the Render > Reflections and Refractions panel.
  2. For reflective objects enable the Reflective option on the Object > Reflections panel.
    • For planar reflections, set the Object > Reflections > Type property to Plane. After that, add an empty object to be used as a reflection plane by executing for example Add > Empty > Single Arrow. Rename it for convenience and specify its name in the Reflection plane field of the reflective object.
    • For cube-mapped reflections, set the Object > Reflections > Type property to Cube.
  3. For the needed materials of the reflective objects, set the Material > Mirror > Reflectivity value.
    • Mirror > Reflectivity > Show Reflectivity is required for displaying reflections on objects in Blender. The engine ignores this option.
  4. For the reflexible objects, enable the Reflexible checkbox on the Object > Reflections panel.

Note

It is also recommended to enable the World > Environment Lighting checkbox.

Limitations

Normal maps and shadows are ignored in the reflected image for optimization purposes.

Fresnel effect for reflection

The Fresnel effect manifests itself as the dependency of the intensity of passing and reflected light on the incidence angle. If the angle of incidence is close to zero (i.e. light falls almost at right angle to the surface) the passing light portion is large and the reflected light portion is small. On the contrary if the angle of incidence is close to 90 degrees (i.e. light falls almost parallel to the surface) almost all light is reflected.

The engine uses the approximate Schlick’s formula:

R = R0 + (1 − R0)(1 - cos θ)N, where

R - reflection coefficient,

R0 - reflection coefficient in case of viewing at a right angle to the surface (i.e. when θ = 0),

θ - angle of incidence (which is equal to the angle of reflection under which light enters the camera), it is calculated by the engine in real-time,

N - exponent.

Settings

Fresnel effect can be set up both for static and dynamic reflection.

Material > Mirror > Fresnel
Fresnel power for reflection. This is the N exponent in the Schlick’s formula. In Blender it is limited to values from 0 to 5. If this parameter is equal to zero the Fresnel effect is not observed and the full reflection at all angles occurs. If this parameter is greater than zero, the material is less reflective when viewing surfaces at angles which are close to the right angle. The bigger this parameter is the bigger is the angle deviation from the right angle for which the Fresnel effect is observed.
Material > Mirror > Blend
Fresnel factor for reflection. It is reduced to R0 in the Schlick’s formula by the following expression: R0 = 1 - Blend / 5. In Blender it is limited to values from 0 to 5. This parameter defines the Fresnel effect intensity: the bigger the Blend factor is, the more is the Fresnel effect influence. If it is equal to zero the Fresnel effect is not observed.
_images/reflection_dynamic_and_fresnel.png

Rendering Properties

_images/panel_render_options.png
Material > Rendering Options > Do not Render
Disable rendering of this object.
Material > Rendering Options > Backface Culling
When enabled, polygons’ back faces are not rendered by the engine. Enabled by default.
Material > Rendering Options > Wettable

Water wetting effect is activated for the material.

See also

Water

Material > Rendering Options > Lens Flare
Enabling this parameter activates Lens Flare effect for the material.
Material > Rendering Options > Render Above All
Material is rendered on top of all scene objects. Transparency type with a gradient is required (Add, Alpha Blend`` or Alpha Sort).
Material > Rendering Options > Vertex Color Paint
Mesh vertex color is used instead of the material diffuse color when the checkbox is enabled.
Material > Rendering Options > Refractive

Make object refractive. Perturbation factor can be set with the option Refraction Bump on the Refraction Settings panel. The default value is 0.001.

Note

In order to use this effect, select ON or AUTO on the Render > Reflections and Refractions > Refractions panel. The object must have Alpha Blend transparency type.

See also

Transparency


Viewport Properties

The Viewport section can be found on the Blend4Web panel.

_images/update_material_anim.png

Update Material Animation

Update animated shader in Blender Viewport.

Engine Specific Parameters

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Material > Water
Special material for water rendering.
Material > Terrain Dynamic Grass
Material is used for grass rendering.
Material > Collision

A special material for collision geometry.

See also

Physics

Material > Export Options > Do Not Export
Material is not to be exported.

Halo Materials

Halo materials are used in particle systems and in static meshes. Using the halo in static meshes is described below.

Activation

Select the Halo type under the Materials tab. It’s also recommended to select the transparency type with a gradient (Add, Alpha Blend or Alpha Sort).

_images/halo.png

Additional Settings

Halo > Alpha
Material transparency factor. The default value is 1.0 (non-transparent).
Halo > Color
Material color. The default value is (0.8, 0.8, 0.8) (almost white).
Halo > Size
Particle size. The default value is 0.5.
Halo > Hardness
Exponent for computing the gradient. Affects visible dimensions of particles. The default value is 50.
Halo > Rings
Use rings. Relative quantity and color can be set up.
Halo > Lines
Use lines. Relative quantity and color can be set up.
Halo > Star Tips
Use stars. The quantity of edges can be set up.
Halo > Special: Stars
Enables the starry sky rendering mode. The mesh is fixed relative to the camera. For the Sun lamp it is also required to enable the Lamp > Dynamic Intensity checkbox. Applications should set up the hours of darkness via API.
Halo > Blending Height
Height range for the fading of stars.
Halo > Minimum Height
Minimum height in the object’s local space at which stars are visible.