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Diffuse Color
- Defines the diffuse color.
Note:
A black color deactivates the emission.
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Base Color/Albedo
- Defines the overall surface color of the material.
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Metallic
- Specifies how metallic the material appears. A value of 0 denotes a nonmetallic or
dielectric surface, a value of 1 corresponds to a
metallic surface.
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Roughness
- Specifies the microscopic roughness of the surface.
Higher values lead to blurred reflections, low values
simulate a smooth surface.
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Transparency
- Specifies how transparent the material appears. An opaque surface has a transparency of
0; a transparent surface has the value 1.
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Anisotropy
- Controls the aspect ratio of the specular
highlight.
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Anisotropy Rotation
- Defines a rotation angle for the specular
highlight.
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Sheen
- Defines the amount of rim lighting, resulting from both forward and backward
scattering like, for example, for velvet.
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Cut-out Opacity
- Cut out acts like an alpha channel on geometry. It is usually a texture, which defines
holes in thin-walled objects, making it possible to fake
highly detailed geometry boundaries without additional
polygons.
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