Constructor
standardMaterial ...
standard ...
Properties
The properties of a standard material vary based on the shader type. The following properties are applicable to all shader types:
<Standard>.shaderType Integer default: 1 -- alias: Shader_Type
Sets the shader type:
0- Anisotropic
1- Blinn
2- Metal
3- Multi-Layer
4- Oren-Nayar-Blinn
5- Phong
6- Strauss
<Standard>.shaderByName String default: "Blinn"-alias: Shader_Name
Sets the type of shader with a string, rather than a number. Enter "anisotropic", "blinn", "metal", "multi-layer", "oren-nayar-blinn", "phong", or "strauss".
Note: The .shaderType and .shaderByName are linked and will automatically change each others values.
<Standard>.wire Boolean default: false
When on, the material will be rendered in wireframe mode.
<Standard>.twoSided Boolean default: false -- alias: Two_sided
When on, the material will be applied to both sides of the selected faces.
<Standard>.faceMap Boolean default: false -- alias: Face_Map
Applies the material to the faces of the geometry. If the material is a mapped material, it requires no mapping coordinates. The map is automatically applied to each facet of the object.
<Standard>.faceted Boolean default: false
Renders each face of a surface as if it were flat.
<Standard>.adTextureLock Boolean default: false -- alias: Ambient_Diffuse_Texture_Lock
When on, ambient and diffuse texture maps will be locked.
<Standard>.adLock Boolean default: false -- alias: Ambient_Diffuse_Lock
When on, ambient and diffuse colors will be locked.
<Standard>.opacityType Integer default: 0 -- alias: Opacity_Type
Sets the type of opacity:
0- Filter
1- Subtractive
2- Additive
<Standard>.opacity Float default: 100.0 -- animatable, percentage
Sets the opacity/transparency of the material as a percentage.
<Standard>.filterColor Color default: (color 127.5 127.5 127.5) -- animatable, alias: Filter_Color
The color transmitted through transparent or semi-transparent materials such as glass.
<Standard>.opacityFallOffType Integer default: 0, -- alias: Falloff_Type
Sets the fallof type:
0- In (Increases transparency towards the inside of the object, as in a glass bottle.)
1- Out (Increases transparency towards the outside of the object, as in a cloud of smoke.)
<Standard>.opacityFallOff Float default: 0.0 -- animatable, percentage, alias: Falloff
Specifies the amount of transparency at the outside or inside extreme.
<Standard>.ior Float default: 1.5 -- animatable, alias: Index_of_Refraction
Sets the index of refraction (IOR) used by refraction maps and raytracing. The IOR controls how severely the material refracts transmitted light. Left at 1.0, the IOR of air, the object behind the transparent object does not distort. At 1.5 the object behind distorts greatly, like a glass marble. At an IOR slightly less than 1.0, the object reflects along its edges, like a bubble seen from under water.
<Standard>.wireSize Float default: 1.0 -- animatable, alias: Wire_Size
Sets the size of the wire in wireframe mode.
<Standard>.wireUnits Integer default: 0 -- alias: Wire_Units
Sets the unites to use with the .wiresize value:
0- Pixels
1- Units
<Standard>.applyReflectionDimming Boolean default: false -- alias: Apply_Reflection_Dimming
Turn on to use reflection dimming. When off, the reflection-mapped material is not affected by the presence or absence of direct light.
<Standard>.dimLevel Float default: 0.0 -- animatable, alias: Dim_Level
The amount of dimming that takes place in shadow. At 0.0, the reflection map is completely dark in shadow. At 0.5, the reflection map is half dimmed. At 1.0, the reflection map is not dimmed and the material appears as if Apply were turned off.
<Standard>.reflectionLevel Float default: 3.0 -- animatable, alias: Reflection_Level
Affects the intensity of the reflection that is not in shadow. The Reflection Level value multiplies the illumination level of the lit area of the reflection, to compensate for dimming.
<Standard>.sampler Integer default: 3 -- alias: Pixel_Sampler
Sets the sampler type:
0- Adaptive Halton (Spaces samples along both X and Y axes according to a scattered, "quasi random" pattern. Depending on Quality, the number of samples can range from 4 to 40. )
1- Adaptive Uniform (Spaces samples regularly, from a minimum quality of 4 samples to a maximum of 36. The pattern is not square, but skewed slightly to improve accuracy in the vertical and horizontal axes. )
2- Hammersley (Spaces samples regularly along the X axis, but along the Y axis it spaces them according to a scattered, "quasi random" pattern. Depending on Quality, the number of samples can range from 4 to 40.)
Max 2.5 Star (The sample at the center of the pixel is averaged with 4 samples surrounding it. The pattern is like the fives on dice.)
<Standard>.samplerByName String default: "Max 2.5 Star" -- alias: Sampler_Name
Sets the sampler type by name. Enter "Adaptive Halton", "Adaptive Uniform", "Hammersley", or "Max 2.5 Star".
<Standard>.samplerEnable Boolean default: false -- animatable, alias: Sampler_Enable
When on, applies supersampling to the material.
<standard>.subSampleTextureOn Boolean default: true -- alias: SubSample_Textures
When on, the maps applied to the material are supersampled as well. When off, the supersampler uses pixel averages for maps.
<Standard>.samplerQuality Float default: 0.5 -- animatable, alias: Sampler_Enable
Adjusts the quality of supersampling by controlling the number of samples used for each pixel.
<Standard>.samplerAdaptOn Boolean default: true -- alias: Adaptive_On
When on, these methods take fewer samples than the Quality specifies unless samples show a change in color greater than the Threshold value. In that case, they take all the samples specified by the Quality. Turning on Adaptive On can reduce the amount of time required to supersample.
<Standard>.samplerAdaptThreshold Float default: 0.1 -- alias: Adaptive_Threshold
Controls the Adaptive methods. A change in color greater than the Threshold value causes the adaptive methods to take the full number of samples specified by the Quality. If the color does not change as much, the adaptive method takes fewer samples and does not require as much processing time.
<Standard>.samplerAdvancedOptions Boolean default: true -- alias: Advanced_Options
The samplerAdvancedOptions property is defined as a property, but is not used by the Standard material.
<standard>.UserParam0 Float default: 0.0 -- alias: Optional_Param0
<standard>.UserParam1 Float default: 0.0 -- alias: Optional_Param1
The UserParam0 and UserParam1 properties are defined as properties, but are not used by the Standard material.
<Standard>.maps ArrayParameter default: #(undefined, undefined, ... , undefined, undefined)
<Standard>.mapEnables ArrayParameter default: #(false, false, ... , false, false) -- alias: Map_Enables
<Standard>.mapAmounts ArrayParameter default: #(100.0, 100.0, ... , 100.0, 100.0) -- animatable, alias: Map_Amounts
The three map arrays each have 24 elements and store data related to the material's maps. The maps array stores the textureMap for each channel, the mapEnables array stores whether the that map channel is enabled, and the mapAmounts array stores the amount value for each channel. The meaning of each map channel depends on the shaderType value. Table Map Channels for Standard Material Shaders shows the meaning of each map channel for each shader. For example, for the Blinn shader type element 5 of the map arrays correspond to the Glossiness map channel. The names in this table also reflect property aliases that have been defined for easier access to the map channels. Again for the Blinn shader type, array element 4, the property aliases for the 3 map arrays are: GlossinessMap (maps[5]), GlossinessMapEnable (mapEnables[5]), and GlossinessMapAmount (mapAmounts[5]). A textureMap needs to be assigned to a maps array element (or alias) before the corresponding mapAmounts property (or alias) can be animated.
The following properties are associated with the Dynamics Properties rollout. These properties are not present in 3D Studio VIZ.
<Standard>.bounce Float default: 1.0 -- animatable, alias: Bounce_Coefficient
Sets how far an object bounces after hitting a surface. The higher the value, the greater the bounce. A value of 1 represents a "perfectly elastic collision," or a bounce in which no kinetic energy is lost.
<Standard>.staticFriction Float default: 0.0 -- animatable, alias: Static_Friction
Sets how difficult it is for the object to start moving along a surface. The higher this value, the more difficult.
<Standard>.slidingFriction Float default: 0.0 -- animatable, alias: Sliding_Friction
Sets how difficult it is for the object to keep moving over a surface. The higher this value, the more difficult for the object to keep moving.
Shader Types: Phong; Metal; Blinn; Oren-Nayar-Blinn; Anisotropic
Unless otherwise noted, the following additional properties are applicable to the above shader types:
<Standard>.ambient Color default: (color 25.5 25.5 25.5) -- animatable, alias: Ambient_Color
Controls the ambient color. The ambient color is the color in direct light.
<Standard>.diffuse Color default: (color 127.5 127.5 127.5) -- animatable, alias: Diffuse_Color
Controls the diffuse color. The diffuse color is the color in direct light.
<Standard>.specular Color default: (color 229.5 229.5 229.5) -- animatable, alias: Specular_Color
Controls the specular color. The specular color is the color of the highlight on a shiny object.
<Standard>.dsLock Boolean default: false -- alias: Diffuse_Specular_Lock
When on, the diffuse and specular colors are linked together.
<Standard>.useSelfIllumColor Boolean default: false -- alias: Use_Self_Illumination
When on, the material uses a special self-illumination color (.selfIllumColor). When off, the material uses the diffuse color for self-illumination.
<Standard>.selfIllumAmount Float default: 0.0 -- animatable, percentage, alias: Self_Illumination
Sets the amount of self-illumination.
<Standard>.selfIllumColor Color default: (color 0 0 0) -- animatable, alias: Self_Illum_Color
Sets a separate color to use for self-illumination.
<Standard>.specularLevel Float default: 5.0 -- animatable, percentage, alias: Specular_Level
Affects the intensity of the specular highlight. As you increase the value, the highlight grows brighter.
<Standard>.glossiness Float default: 25.0 -- animatable, percentage
Affects the size of the specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier.
<Standard>.soften Float default: 0.1 -- animatable, alias: Soften_Level
Softens the effect of specular highlights, especially those formed by glancing light. When Specular Level is high and Glossiness is low, you can get harsh backlights on surfaces. Increase the value of Soften to mitigate this effect. At 0 there is no softening. At 1.0, the maximum amount of softening is applied.
Note: Soften is not applicable to the Anisotropic shader
The following additional properties are applicable to the Oren-Nayar-Blinn shader:
<Standard>.diffuseLevel Float default: 100.0 -- animatable, percentage, alias: Diffuse_Level
Controls the brightness of the material's diffuse component. Increasing this value increases diffuse brightness, and decreasing it reduces diffuse brightness without affecting the specular highlight.
<Standard>.diffuseRoughness Float default: 50.0 -- animatable, percentage, alias: Diff_Roughness
Controls how quickly the diffuse component blends into the ambient component. As you increase roughness, the matte appearance of the material increases. It also grows darker and appears more flat.
The following additional properties are applicable to the Anisotropic shader:
<Standard>.diffuseLevel Float default: 100.0 -- animatable, percentage, alias: Diffuse_Level
Controls the brightness of the material's diffuse component. Increasing this value increases diffuse brightness, and decreasing it reduces diffuse brightness without affecting the specular highlight.
<Standard>.anisotropy Float default: 50.0 -- animatable, percentage
Controls the anisotropy, or shape, of the highlight. At 0, the highlight is round. At 100, the highlight is extremely narrow.
<Standard>.orientation Float default: 0.0 -- animatable, percentage
Changes the orientation of the highlight.
<Standard>.unused Integer default: 1
the unused property is defined but not used by the shader
Shader Type: Multi-Layer
<Standard>.ambient Color default: (color 25.5 25.5 25.5) -- animatable, alias: Ambient_Color
Controls the ambient color. The ambient color is the color not in direct light.
<Standard>.diffuse Color default: (color 127.5 127.5 127.5) -- animatable, alias: Diffuse_Color
Controls the diffuse color. The diffuse color is the color in direct light.
<Standard>.useSelfIllumColor Boolean default: false -- alias: Use_Self_Illumination
When on, the material uses a special self-illumination color (.selfIllumColor). When off, the material uses the diffuse color for self-illumination.
<Standard>.selfIllumAmount Float default: 0.0 -- animatable, percentage, alias: Self_Illumination
Sets the amount of self-illumination. As you increase self-illumination, the self-illumination color takes over from the ambient color. At a setting of 100, the material shows no shaded areas, although it can show specular highlights.
<Standard>.selfIllumColor Color default: (color 0 0 0) -- animatable, alias: Self_Illum_Color
Sets an alternate color to use for self-illumination.
<Standard>.diffuseLevel Float default: 100.0 -- animatable, percentage, alias: Diffuse_Level
Controls the brightness of the material's diffuse component. Increasing this value increases diffuse brightness, and decreasing it reduces diffuse brightness without affecting the specular highlight.
<Standard>.diffuseRoughness Float default: 0.0 -- animatable, percentage, alias: Diff_Roughness
Controls how quickly the diffuse component blends into the ambient component. As you increase roughness, the matte appearance of the material increases. It also grows darker and appears more flat.
<Standard>.specular Color default: (color 229.5 229.5 229.5) -- animatable, alias: Color_1
Controls the specular color of the first color's highlight. The specular color is the color of the highlight on a shiny surface.
<Standard>.specularLevel Float default: 5.0 -- animatable, percentage, alias: Level_1
Affects the intensity of the first color's specular highlight. As you increase the value, the highlight grows brighter.
<Standard>.glossiness Float default: 25.0 -- animatable, percentage, alias: Glossiness_1
Affects the size of the first color's specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier.
<Standard>.anisotropy Float default: 0.0 -- animatable, alias: Anisotropy_1
Controls the anisotropy, or shape, of the first color's highlight. At 0, the highlight is round. At 100, the highlight is extremely narrow.
<Standard>.orientation Float default: 0.0 -- animatable, percentage
Changes the orientation of the first color's highlight.
<Standard>.specular2 Color default: (color 229.5 229.5 229.5) -- animatable, alias: Color_2
Affects the intensity of the second color's specular highlight. As you increase the value, the highlight grows brighter.
<Standard>.specularLevel2 Float default: 0.0 -- animatable, percentage, alias: Level_2
Affects the intensity of the second color's specular highlight. As you increase the value, the highlight grows brighter.
<Standard>.glossiness2 Float default: 25.0 -- animatable, percentage, alias: Glossiness_2
Affects the size of the second color's specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier.
<Standard>.anisotropy2 Float default: 0.0 -- animatable, alias: Anisotropy_2
Controls the anisotropy, or shape, of the second color's highlight. At 0, the highlight is round. At 100, the highlight is extremely narrow.
<Standard>.orientation2 Float default: 0.0 -- animatable, percentage
Changes the orientation of the second color's highlight.
Shader Type: Strauss
<Standard>.diffuse Color default: (color 127.5 127.5 127.5) -- animatable, alias: Diffuse_Color
Controls the color of the material. This corresponds to the diffuse color you specify for other kinds of shaders. With the Strauss shader, you control only this color. The shader calculates the ambient and specular color components.
<Standard>.glossiness Float default: 25.0 -- animatable, percentage
Affects the size and intensity of the specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier.
<Standard>.metalness Float default: 0.0 -- animatable, percentage
Changes the metallic appearance of a material. Increasing the Metalness value increases the metallic appearance, with glancing as well as primary highlights. Because a metallic appearance principally depends on highlights, the Metalness value has little effect unless you also increase the Glossiness value.
See also
Material Common Properties, Operators, and Methods
MAXWrapper Common Properties, Operators, and Methods
Value Common Properties, Operators, and Methods
Map Channels for Standard Material Shaders
Anisotropic |
Blinn |
Metal |
Multi-Layer |
Oren-Nayar-Blinn |
Phong |
Strauss |
|
---|---|---|---|---|---|---|---|
1 |
AmbientMap |
AmbientMap |
AmbientMap |
AmbientMap |
AmbientMap |
AmbientMap |
DiffuseMap |
2 |
DiffuseMap |
DiffuseMap |
DiffuseMap |
DiffuseMap |
DiffuseMap |
DiffuseMap |
GlossinessMap |
3 |
SpecularMap |
SpecularMap |
SpecularMap |
DiffuseLevelMap |
SpecularMap |
SpecularMap |
MetalnessMap |
4 |
DiffuseLevelMap |
SpecularLevelMap |
SpecularLevelMap |
DiffuseRoughnessMap |
GlossinessMap |
SpecularLevelMap |
OpacityMap |
5 |
SpecularLevelMap |
GlossinessMap |
GlossinessMap |
SpecularMap |
SpecularLevelMap |
GlossinessMap |
FilterMap |
6 |
GlossinessMap |
SelfIllumMap |
SelfIllumMap |
SpecularLevelMap |
SelfIllumMap |
SelfIllumMap |
BumpMap |
7 |
AnisotropyMap |
OpacityMap |
OpacityMap |
GlossinessMap |
OpacityMap |
OpacityMap |
ReflectionMap |
8 |
OrientationMap |
FilterMap |
FilterMap |
AnisotropyMap |
FilterMap |
FilterMap |
RefractionMap |
9 |
SelfIllumMap |
BumpMap |
BumpMap |
OrientationMap |
DiffuseLevelMap |
BumpMap |
DisplacementMap |
10 |
OpacityMap |
ReflectionMap |
ReflectionMap |
specularMap2 |
DiffuseRoughnessMap |
ReflectionMap |
|
11 |
FilterMap |
RefractionMap |
RefractionMap |
SpecularLevelMap2 |
BumpMap |
RefractionMap |
|
12 |
BumpMap |
DisplacementMap |
DisplacementMap |
GlossinessMap2 |
ReflectionMap |
DisplacementMap |
|
13 |
ReflectionMap |
AnisotropyMap2 |
RefractionMap |
||||
14 |
RefractionMap |
OrientationMap2 |
DisplacementMap |
||||
15 |
DisplacementMap |
SelfIllumMap |
|||||
16 |
OpacityMap |
||||||
17 |
FilterMap |
||||||
18 |
BumpMap |
||||||
19 |
ReflectionMap |
||||||
20 |
RefractionMap |
||||||
21 |
DisplacementMap |