This page lists every control a material of an imported 3D object offers, with its range and the value it starts at. What the controls are for, and how to choose between them, is in Shaders and textures of an imported object.
Applies to BASIC, STUDIO, CINEMA · Needs the 3D Import add-on (included in the CINEMA trial).
Which groups each shader shows
A material shows the groups its shader has. A control that seems to be missing usually belongs to another shader.
| Group | Standard | Transparent | Cutout | Hair | Glass |
|---|---|---|---|---|---|
| Shader button | yes | yes | yes | yes | yes |
| Refraction, Absorption | – | – | – | – | yes |
| Color | yes | yes | yes | yes | yes |
| Normals | yes | yes | yes | yes | yes |
| Shine | yes | yes | yes | yes | yes |
| Metallic | yes | yes | yes | yes | – |
| Transparency | – | yes | yes | yes | – |
| Threshold (inside Transparency) | – | – | yes | – | – |
Every control
| Group | Setting | Range | Starts at | What it changes |
|---|---|---|---|---|
| Shader | the button in the Material group | Standard, Transparent, Cutout, Hair, Glass | Standard | Which groups the material shows and how light behaves on it. |
| Shader | Refraction | on / off | on | Whether light is bent as it passes through the glass. Glass only. |
| Shader | Absorption | 0 – 4, logarithmic | — | How much colour the glass swallows per unit of thickness. Glass only. |
| Color | texture | any image in the colour shelf | the map from the file, if there was one | The colour of the surface. |
| Color | Scale | any number | 1 | How often the map repeats across the surface. |
| Color | Color | colour swatch | white, or the colour written in the file | Tints the map; with no map it is the colour. |
| Normals | texture | any image in the normals shelf | the map from the file | The small bumps of the surface. |
| Normals | Scale | any number | 1 | Tiling of the normal map. |
| Normals | Intensity | 0 – 2 | 1 | How deep the bumps read. |
| Normals | Invert Y | on / off | off | Flips the vertical direction of the map. |
| Shine | texture | any image in the gloss shelf | the map from the file | Where the surface is shiny. |
| Shine | Scale | any number | 1 | Tiling of the gloss map. |
| Shine | Texture Type | Smoothness, Roughness | Smoothness | How the map is read. The two run in opposite directions. |
| Shine | Shine Texture | 0 – 1 | 1 | How strongly the map is weighed. |
| Shine | Shine | 0 – 1 | 0.25 | The overall gloss of the material. |
| Metallic | texture | any image in the metal shelf | the map from the file | Which parts behave as metal. |
| Metallic | Scale | any number | 1 | Tiling of the metal map. |
| Metallic | Metallic | 0 – 1 | 0, or 1 when the file brought a metal map | How metallic the material is. |
| Transparency | texture | any image in the opacity shelf | the map from the file | The mask that decides what you see through. |
| Transparency | Scale | any number | 1 | Tiling of the mask. |
| Transparency | Transparency | 0 – 1 | 0 | How much of the surface you see through. 0 is opaque. |
| Transparency | Threshold | 0 – 1 | 0.1 | The grey value at which a Cutout mask cuts. Cutout only. |
Absorption runs on a logarithmic scale, so the slider position has no unit to print and it starts outside its own range. Set it by eye: move it to the middle and judge the edge of the glass, where the light travels through the most material.
What a fresh import sets
A material that brings nothing with it arrives as Standard, with Shine at 0.25, Texture Type on Smoothness, Shine Texture at 1, Metallic at 0, Transparency at 0 and Threshold at 0.1. Every Scale starts at 1.
Four things in the file change that:
| What the file carries | What the import does |
|---|---|
| An opacity map | The shader is set to Cutout. |
| A gloss or roughness map | Shine is set to 1, so the map alone decides the gloss. |
| A metal map, including the metal half of a packed map | Metallic is set to 1, so the map alone decides it. A metallic value written in the file overrides that. |
| A map whose file name contains rough or smooth | Texture Type is set accordingly — unless the file already says which it is. A packed map is always read as Roughness. |
So a PBR model from a marketplace usually arrives with Metallic at 1 and a map in the slot, not at 0.
A packed file that keeps roughness and metal in one image is unpacked into the two slots: the green channel becomes the gloss map, the blue channel the metal map.
How a texture is stored
Images are accepted up to 8192 px on an edge and are then reduced to the size of their slot and compressed. Gloss, metal and opacity maps are kept as grey values; a coloured image is averaged down to one.
| Slot | Accepted | Stored at | Kept as |
|---|---|---|---|
| Color | up to 8192 px | up to 4096 px | colour |
| Normals | up to 8192 px | up to 4096 px | colour |
| Transparency | up to 8192 px | up to 4096 px | grey |
| Shine | up to 8192 px | up to 2048 px | grey |
| Metallic | up to 8192 px | up to 2048 px | grey |
What does not come across
- Self-illumination. A material that glows in your modelling program arrives unlit, and there is no slot or slider for it.
- Shape animation (morph targets or blend shapes), animated materials, and parts that appear and disappear over time.
- The original interpolation of animation keys: everything is played back in straight lines.
The settings of a placed copy
A material lives in the library, but each copy standing in a set carries its own Color and Shine. Both are filled from the library material at the moment the copy is created, and they stay with that copy afterwards — so a colour you correct in the importer later does not reach a set that was built before. Set the two values on the copy, or place the object again.
Beside them, a placed copy has two settings of its own:
- Width, Length and Height in the Size group — the size of this copy, in metres. They start at the size the import produced, and they can be linked so that the three keep their proportions.
- Time in the Pose group — the moment inside the pose chosen there. It runs from the start of that clip to its end and is switched off while Base Pose is selected.
Neither of the two takes keyframes. Movement over a shot comes from clips on the timeline instead — see Pose and animate an imported object.
Related
- Shaders and textures of an imported object
- Import a 3D object
- Share, update and back up your 3D objects
- Change the surface of an object
- 3D import problems
- Supported file formats
Next step
To freeze an imported object in a pose or play its clips in a shot, continue with Pose and animate an imported object.
