StandardMaterial : Material

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

Map Channels for Standard Material Shaders

Anisotropic

Blinn

Metal

Multi-Layer

Oren-Nayar-Blinn

Phong

Strauss

AmbientMap 

AmbientMap 

AmbientMap 

AmbientMap 

AmbientMap 

AmbientMap 

DiffuseMap 

DiffuseMap 

DiffuseMap 

DiffuseMap 

DiffuseMap 

DiffuseMap 

DiffuseMap 

GlossinessMap 

SpecularMap 

SpecularMap 

SpecularMap 

DiffuseLevelMap 

SpecularMap 

SpecularMap 

MetalnessMap 

DiffuseLevelMap 

SpecularLevelMap 

SpecularLevelMap 

DiffuseRoughnessMap 

GlossinessMap 

SpecularLevelMap 

OpacityMap 

SpecularLevelMap 

GlossinessMap 

GlossinessMap 

SpecularMap 

SpecularLevelMap 

GlossinessMap 

FilterMap 

GlossinessMap 

SelfIllumMap 

SelfIllumMap 

SpecularLevelMap 

SelfIllumMap 

SelfIllumMap 

BumpMap 

AnisotropyMap 

OpacityMap 

OpacityMap 

GlossinessMap 

OpacityMap 

OpacityMap 

ReflectionMap 

OrientationMap 

FilterMap 

FilterMap 

AnisotropyMap 

FilterMap 

FilterMap 

RefractionMap 

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