StandardMaterial : Material

Standardmaterial - superclass: material; super-superclass:MAXWrapper - classID: #(2, 0)

Constructor

standardMaterial ...

standard ...

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Dynamics Properties

Phong, Metal, Blinn, ONB, Anisotropic, Translucent Shader Properties

Oren-Nayer-Blinn Shader Properties

Strauss Shader Properties

Map Channels for Standard Material Shaders

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

7-Translucent

<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", "strauss" or "Translucent Shader"

Note:

The .shaderType and .shaderByName are linked and will automatically change each others values.

<standard>.wire Boolean default: false -- boolean

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: true -- alias: Ambient_Diffuse_Texture_Lock

When on, ambient and diffuse texture maps will be locked.

<standard>.adLock Boolean default: true -- 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 units 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.)

3- 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" -- string; 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 -- animatable, 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.

Note: These properties are not present in Autodesk 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; Translucent

Unless otherwise noted, the following additional properties are applicable to the above shader types:

<Standard>.ambient Color default: (color 149.94 149.94 149.94) - animatable; RGB color; Ambient_Color

Controls the ambient color. The ambient color is the color in direct light.

<Standard>.ambientMap TextureMap default: undefined -- alias for maps[0]

Get/Set the ambient map.

<Standard>.ambientMapAmount Float default: 100.0 -- alias for mapAmounts[0]

Get/Set the ambient map amount.

<standard>.ambientMapEnable Boolean default: false -- alias for mapEnables[0]

Enable/Disable the ambient map.

<Standard>.diffuse Color default: (color 149.94 149.94 149.94) -- animatable, alias: Diffuse_Color

Controls the diffuse color. The diffuse color is the color in direct light.

<Standard>.diffuseLevel Float default: 100.0 -- animatable; percentage; 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>.diffuseLevelMap TextureMap default: undefined -- alias for maps[8]

Get/Set the diffuse level map.

<Standard>.diffuseLevelMapAmount Float default: 100.0 -- alias for mapAmounts[8]

Get/Set the diffuse level map amount.

<Standard>.diffuseLevelMapEnable Boolean default: false -- alias for mapEnables[8]

Enable/Disable the diffuse level map.

<Standard>.diffuseMap TextureMap default: undefined -- alias for maps[1]

Get/Set the diffuse map.

<Standard>.diffuseMapAmount Float default: 100.0 -- alias for mapAmounts[1]

Get/Set the diffuse map value.

<Standard>.diffuseMapEnable Boolean default: false -- alias for mapEnables[1]

Enable/Disable the diffuse map.

<Standard>.specularMap TextureMap default: undefined -- alias for maps[2]

Get/Set the specular map.

<Standard>.specularMapAmount Float default: 100.0 -- alias for mapAmounts[2]

Get/Set the specular map amount.

<Standard>.specularMapEnable Boolean default: false -- alias for mapEnables[2]

Enable/Disable the specular map.

<Standard>.Glossiness Float default: 10.0 -- animatable; percentage

Get/Set the glossiness value.

<Standard>.glossinessMap TextureMap default: undefined -- alias for maps[3]

Get/Set the glossiness map.

<Standard>.glossinessMapAmount Float default: 100.0 -- alias for mapAmounts[3]

Get/Set the glossiness map amount.

<Standard>.glossinessMapEnable Boolean default: false -- alias for mapEnables[3]

Enable/Disable the glossiness map.

<Standard>.specular Color default: (color 229.5 229.5 229.5) -- animatable; Specular_Color

Get/Set the specular color.

<Standard>.specularLevel Float default: 0.0 -- animatable; percentage; Specular_Level

Get/Set the specular level value.

<Standard>.specularLevelMap TextureMap default: undefined -- alias for maps[4]

Get/Set the specular level map.

<Standard>.specularLevelMapAmount Float default: 100.0 -- alias for mapAmounts[4]

Get/Set the specular level map amount.

<Standard>.specularLevelMapEnable Boolean default: false -- alias for mapEnables[4]

Enable/Disable the specular level map.

<Standard>.selfIllumAmount Float default: 0.0 -- animatable; percentage; Self_Illumination

Get/Set the self illumination amount.

<Standard>.selfIllumColor Color default: (color 0 0 0) -- animatable; Self_Illum_Color

Get/Set the self illumination color.

<Standard>.selfIllumMap TextureMap default: undefined -- alias for maps[5]

Get/Set the self illumination map.

<Standard>.selfIllumMapAmount Float default: 100.0 -- alias for mapAmounts[5]

Get/Set the self illumination map amount.

<Standard>.selfIllumMapEnable Boolean default: false -- alias for mapEnables[5]

Enable/Disable the self illumination map.

<Standard>.opacity Float default: 100.0 -- animatable; percentage

Get/Set the opacity value.

<Standard>.opacityFallOff Float default: 0.0 -- animatable; percentage; Falloff

Get/Set the opacity falloff value.

<Standard>.opacityFallOffType Integer default: 0 -- integer; Falloff_Type

Get/Set the opacity falloff type.

0 - In

1 - Out

<Standard>.opacityMap TextureMap default: undefined -- alias for maps[6]

Get/Set the opacity map.

<Standard>.opacityMapAmount Float default: 100.0 -- alias for mapAmounts[6]

Get/Set the opacity map amount value.

<Standard>.opacityMapEnable Boolean default: false -- alias for mapEnables[6]

Enable/Disable the opacity map.

<Standard>.opacityType Integer default: 0 -- integer; Opacity_Type

Get/Set the opacity type.

0 - Filter

1 - Subtractive

2 - Additive

<Standard>.filter Color default: (color 127.5 127.5 127.5) -- animatable; Filter_Color

<standard>.filterColor Color default: (color 127.5 127.5 127.5) -- animatable; Filter_Color

Specifies a filer color that is multiplied by the translucent color. The filter, or transmissive color, is the color transmitted through transparent or semi-transparent materials such as glass. Raytraced shadows cast by transparent objects are tinted with the filter color.

<Standard>.filterMap TextureMap default: undefined -- texmap; Filter_Map, alias for maps[7]

Specifies a filter color map to control the trasmissive color.

<Standard>.filterMapAmount Float default: 100.0 -- alias for mapAmounts[7]

Get/Set the filter map amount.

<Standard>.filterMapEnable Boolean default: false -- alias for mapEnables[7]

Enable/Disable the filter map.

<Standard>.bumpMap TextureMap default: undefined -- alias for maps[10]

Get/Set the bump map.

<Standard>.bumpMapAmount Float default: 30.0 -- alias for mapAmounts[10]

Get/Set the bump map amount.

<Standard>.bumpMapEnable Boolean default: false -- alias for mapEnables[10]

Enable/Disable the bump map.

<Standard>.reflectionLevel Float default: 3.0 -- animatable; float; Reflection_Level

Get/Set the reflection level.

<Standard>.reflectionMap TextureMap default: undefined -- alias for maps[11]

Get/Set the reflection map.

<Standard>.reflectionMapAmount Float default: 100.0 -- alias for mapAmounts[11]

Get/Set the reflection map amount.

<Standard>.reflectionMapEnable Boolean default: false -- alias for mapEnables[11]

Enable/Disable the reflection map.

<Standard>.refractionMap TextureMap default: undefined -- alias for maps[12]

Get/Set the refraction map.

<Standard>.refractionMapAmount Float default: 100.0 -- alias for mapAmounts[12]

Get/Set the refraction map amount.

<Standard>.refractionMapEnable Boolean default: false -- alias for mapEnables[12]

Enable/Disable the refraction map.

<Standard>.displacementMap TextureMap default: undefined -- alias for maps[13]

Get/Set the displacement map.

<Standard>.displacementMapAmount Float default: 100.0 -- alias for mapAmounts[13]

Get/Set the displacement map amount.

<Standard>.displacementMapEnable Boolean default: false -- alias for mapEnables[13]

Enable/Disable the displacement map.

<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 -- boolean; Use_Self_Illum_Color

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 and Translucent shader

The following additional properties are applicable to the Oren-Nayar-Blinn shader:

<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>.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

The following additional properties are applicable to the Translucent shader:

<Standard>.translucentColor Color default: (color 0 0 0) -- RGB color; Translucent_Color

Specifies a translucency color. This is the color of light that is scattered within the material. It does not need to be the same as the filter color, which is light transmitted by the material. The two color values are multiplied.

<Standard>.translucentColorMap UndefinedClass default: undefined -- alias for maps[9]

Specifies a translucency color map.

<Standard>.translucentColorMapAmount Float default: 100.0 -- alias for mapAmounts[9]

Specifies a translucency color map amount.

<Standard>.translucentColorMapEnable Boolean default: false -- alias for mapEnables[9]

Controls the usage of the translucency color map. When true, the map will be used. When false, the translucency color will be used.

<Standard>.backsideSpecular Boolean default: true -- boolean; alias: Backside_Specular

When true, both sides of the material receive a specular highlight. When false, only the front side of the material receives a highlight. Default=on.

Shader Type: Multi-Layer

<Standard>.ambient Color default: (color 149.94 149.94 149.94) -- animatable, alias: Ambient_Color

Controls the ambient color. The ambient color is the color not in direct light.

<Standard>.diffuse Color default: (color 149.94 149.94 149.94) -- 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 149.94 149.94 149.94) -- 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.

The following Interface is available in 3ds Max 6 and higher:

Standardmaterial interfaces:

Interface: ExposureMaterialControl

Properties:

.noExposureControl : boolean : Read|Write

When set to true, Exposure Controls will ignore the material.

.exposureControlInvertSelfIllum : boolean : Read|Write

When set to true, Self-Illumination values from this material will be inverted.

.exposureControlInvertReflection : boolean : Read|Write

When set to true, Reflection values from this material will be inverted.

.exposureControlInvertRefraction : boolean : Read|Write

When set to true, Refraction values from this material will be inverted.

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

Translucent

1

AmbientMap

AmbientMap

AmbientMap

AmbientMap

AmbientMap

AmbientMap

DiffuseMap

AmbientMap

2

DiffuseMap

DiffuseMap

DiffuseMap

DiffuseMap

DiffuseMap

DiffuseMap

GlossinessMap

DiffuseMap

3

SpecularMap

SpecularMap

SpecularMap

DiffuseLevelMap

SpecularMap

SpecularMap

MetalnessMap

SpecularMap

4

DiffuseLevelMap

SpecularLevelMap

SpecularLevelMap

DiffuseRoughnessMap

GlossinessMap

SpecularLevelMap

OpacityMap

GlossinessMap

5

SpecularLevelMap

GlossinessMap

GlossinessMap

SpecularMap

SpecularLevelMap

GlossinessMap

FilterMap

SpecularLevelMap

6

GlossinessMap

SelfIllumMap

SelfIllumMap

SpecularLevelMap

SelfIllumMap

SelfIllumMap

BumpMap

SelfIllumMap

7

AnisotropyMap

OpacityMap

OpacityMap

GlossinessMap

OpacityMap

OpacityMap

ReflectionMap

OpacityMap

8

OrientationMap

FilterMap

FilterMap

AnisotropyMap

FilterMap

FilterMap

RefractionMap

FilterMap

9

SelfIllumMap

BumpMap

BumpMap

OrientationMap

DiffuseLevelMap

BumpMap

DisplacementMap

DiffuseLevel

10

OpacityMap

ReflectionMap

ReflectionMap

specularMap2

DiffuseRoughnessMap

ReflectionMap

 

TranslucentColor

11

FilterMap

RefractionMap

RefractionMap

SpecularLevelMap2

BumpMap

RefractionMap

 

BumpMap

12

BumpMap

DisplacementMap

DisplacementMap

GlossinessMap2

ReflectionMap

DisplacementMap

 

ReflectionMap

13

ReflectionMap

 

 

AnisotropyMap2

RefractionMap

 

 

RefractionMap

14

RefractionMap

 

 

OrientationMap2

DisplacementMap

 

 

DisplacementMap

15

DisplacementMap

 

 

SelfIllumMap

 

 

 

 

16

 

 

 

OpacityMap

 

 

 

 

17

 

 

 

FilterMap

 

 

 

 

18

 

 

 

BumpMap

 

 

 

 

19

 

 

 

ReflectionMap

 

 

 

 

20

 

 

 

RefractionMap

 

 

 

 

21

 

 

 

DisplacementMap