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5.1
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Material Properties Tab

Materials controls the appearance of meshes, curves, volumes and other objects.

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Preface

Preface
Preface

Materials controls the appearance of meshes, curves, volumes and other objects.

A material is the container that contains all the necessary data to define the look of an object. I is made of a code part, the shaders. They control how the surface reacts. And color data like textures. A black and white texture can also control what areas of a shader reacts in what way. Like a gloss map.

Materials can be created in either the Material properties, or in the Shader Editor. The content that is displayed is the same. But the way how it is represented is different.

Materials can be assigned to one or more objects, and different materials can be assigned to different parts of meshes.

The material system is built with physically-based rendering in mind. But can also be used to create toon style materials.

Affected Renderer

The material system is for Eeevee and Cycles. Workbench renderer is meant for fast preview display. It does not use materials like Eevee or Cycles. All you can choose is a color.

Eevee and Cycles have nearly the same nodes available. But some nodes differs. Eevee is a realtime renderer. Cycles is a physically based render. That's two different approaches. So you should take that into account when creating the materials.

Material header

Material header
Material header

The header area contains the list of materials and the functionality to create new materials and to remove them.

Material header

Note that a material for a grease pencil object differs from the rest. It is basically the same. But grease pencil objects have other icons in the material browser.

Material List

Material List

The list of assigned materials to this object. The list shows the material slots. A material slot that has the red material icon assigned has no material content yet. It is just an empty slot. You have to create it first by clicking at the New button below, in the material property.

Clicking at the name allows renaming of the material.

Material List

Grease pencil materials have additional functionality in the list.

EntryWhat it does
Show in ghostsTurn on onion skinning for this material. Onion skinning displays strokes before and after the current frame.
HideShow or hide the material.
LockedProtect color from further editing.
Drag HandlerThe two vertical lines at the end is a handler with which you can expand the list.
Search FieldYou can expand a search field at the bottom of the list. Type in your term and hit enter to filter for your term. · Sort by Name: Sort the List by name. · Reverse: Exclude the search term instead of searching for it.
EntryWhat it does
Add Material SlotAdd a new material slot
Remove Material SlotRemove the selected material slot.

Materials Specials menu

With a mesh or curve or other object type

With a mesh or curve or other object type
With a mesh or curve or other object type
EntryWhat it does
Copy MaterialCopy the material settings and nodes.
Copy Material to selectedCopy material to selected objects. First select the object without material. Hold down shift and select the object with material. Perform Copy material to selected.
Paste MaterialPastes a copied material.
Remove Unused SlotsRemove material slots that does not contain a material.
Remove All MaterialsRemoves all material slots

With a grease pencil stroke object

With a grease pencil stroke object
With a grease pencil stroke object
EntryWhat it does
Show AllShow all materials.
Hide OthersHide unselected materials.

Material data property

Material data property

Material Browser

Material Browser

A list of the available materials in the scene where you can choose a material from.

New

New

When the object has no material yet. Creates a new default material and adds a first material slot to the list.

EntryWhat it does
NameThe name of the active material. Double clicking allows to rename it.
Fake UserKeep this data even when it has no user in the scene.
NewCreates a new default material, and assigns it to the active material slot.
Remove—
Link

Specifies whether the material is to be linked to the Object or to the Object Data.

Different objects may share the same mesh data. And if the material is linked to the mesh, every object will share it. If the material is linked directly to the object data, the objects can have different materials and still share the same mesh. Default is Data.

Right Click menus

When you right click at the material property then you will reveal context menus with different content, dependant of where you click. Most of the content is explained in chapter 6, the general right click menu functionality. The rest should be self explaining.

Right Click menus
Right Click menus
Right Click menus
Right Click menus

Edit Mode

Edit Mode

In Edit mode you can assign different materials at different mesh or curve parts.

EntryWhat it does
WorkflowEnter Edit Mode. Select the material that you want to assign. Select the mesh or curve part. Click at the assign button.
AssignAssign active material slot and material to the selected faces in the mesh, strokes in a Grease Pencil, and similar for other object types.
SelectSelect faces assigned to the active material slot.
DeselectDeselect faces assigned to the active material slot.

Preview Panel

Preview Panel

A preview window to judge the material.

EntryWhat it does
Flat, Sphere, Cube, etc.Different shaped preview objects.
Preview WorldInclude the world settings into the preview rendering.

Surface Panel

Surface Panel

This panel displays the Surface part of the material as a list. And allows you to edit its values.

Use Nodes

Choose if you want to use nodes or not. Unticked it will use a default material with just basic values. Ticked it will use the material as defined in the shader editor in the Shading workspace. And display its values.

The values with unticked Use Nodes will not appear in the material node editor.

Use Nodes unticked with Eevee

Use Nodes unticked with Eevee
Use Nodes unticked with Eevee

Gives you the values for a very basic PBR realtime shader.

Use Nodes unticked with Cycles

Use Nodes unticked with Cycles
Use Nodes unticked with Cycles

Gives you a base color.

Use Nodes ticked

Displays the content of the material in the shader editor as a list.

Triangle buttons indicates that there is a node connected to this input. You can expand this triangle to access the values of the connected node.

Use Nodes ticked
Use Nodes ticked

For the nodes and the values please have a look in the shader editor.

Surface Panel - Grease Pencil Object

Surface Panel - Grease Pencil Object
Surface Panel - Grease Pencil Object

The content of the surface panel with a grease pencil object is a bit different from other object types since Grease pencil objects uses materials for the drawing color.

Presets

The presets in the header allows you to use and store presets.

Stroke Subpanel

Stroke related settings.

Mode Type

Mode Type

The draw mode for the stroke. The modes should be self explaining. Most settings are the same in all modes.

Mode Type Line
Mode Type Line
Style
Style

The draw style.

Solid

Solid

Base Color

The color of the stroke.

Texture

Texture

Base Color

The base color of the stroke. You can blend the texture with this color.

Image Prop

Image Prop
Image Prop

This property contains the list of loaded images. When no image is loaded then it displays the Open Buttons. When an image exists then it displays the name of the currently selected image.

From left to right ...

EntryWhat it does
Image browserThis is a list of the images in the scene. This list allows you to switch to other images.
Search formSearch for specific images.
Image Edit BoxRead the name of the currently selected image. And you can rename the image here too.
Number of Fake UsersIn case this file has a fake user assigned, then this number displays the number of fake users.
Fake UserWit this button you assign a fake user to this selected image. Data, like images, that is not longer linked to anything else gets removed when you save and reload a scene. Bforartists has the concept of fake users to go around this behavior. An image with a fake user is in fact linked to something. And so it is not lost when you save and reload the scene.
OpenOpen a new image.
RemoveRemoves the image.
EntryWhat it does
Self OverlapDisable stencil and allow self intersections with alpha materials.
HoldoutRemove the color from underneath this stroke by using the stroke as a mask.
Mode Type Dots + Squares
Mode Type Dots + Squares
Mode Type Dots + Squares
Mode Type Dots + Squares
Mode Type Dots + Squares
Style
Style

The draw style.

Solid

Solid

Base Color

The color of the stroke.

Texture

Texture

Base Color

The base color of the stroke. You can blend the texture with this color.

Image Prop

Image Prop
Image Prop

This property contains the list of loaded images. When no image is loaded then it displays the Open Buttons. When an image exists then it displays the name of the currently selected image.

From left to right ...

EntryWhat it does
Image browserThis is a list of the images in the scene. This list allows you to switch to other images.
Search formSearch for specific images.
Image Edit BoxRead the name of the currently selected image. And you can rename the image here too.
Number of Fake UsersIn case this file has a fake user assigned, then this number displays the number of fake users.
Fake UserWit this button you assign a fake user to this selected image. Data, like images, that is not longer linked to anything else gets removed when you save and reload a scene. Bforartists has the concept of fake users to go around this behavior. An image with a fake user is in fact linked to something. And so it is not lost when you save and reload the scene.
OpenOpen a new image.
RemoveRemoves the image.
Alignment
Alignment

Dots and Squares mode.

EntryWhat it does
PathAlignment follows stroke drawing path and object rotation.
ObjectAlignment follows object rotation only.
FixedKeeps aligned with viewport.

Self Overlap

Disable stencil and allow self intersections with alpha materials.

Rotation
Rotation

Additional rotation applied to dot and square strokes.

Holdout

Remove the color from underneath this stroke by using the stroke as a mask.

Fill Subpanel

Fill color related settings.

Style

Solid
Solid
Base Color

The color of the stroke.

Holdout

Remove the color from underneath this stroke by using the stroke as a mask.

Gradient
Gradient
Gradient Type
Gradient Type

Draw a linear or a radial gradient.

EntryWhat it does
Base ColorThe first color of the gradient.
Secondary ColorThe second color of the gradient.
BlendThe mix factor between the first and second gradient color.
Flip ColorsFlip the filling colors.
Location X / YThe location of the gradient.
RotationThe rotation of the gradient.
Scale X / YThe scale of the gradient.

Holdout

Remove the color from underneath this stroke by using the stroke as a mask.

Texture

Texture
Base Color

The base color of the stroke. You can blend the texture with this color.

Image Prop
Image Prop
Image Prop

This property contains the list of loaded images. When no image is loaded then it displays the Open Buttons. When an image exists then it displays the name of the currently selected image.

From left to right ...

EntryWhat it does
Image browserThis is a list of the images in the scene. This list allows you to switch to other images. · Search form: Search for specific images.
Image Edit BoxRead the name of the currently selected image. And you can rename the image here too.
Number of Fake UsersIn case this file has a fake user assigned, then this number displays the number of fake users.
Fake UserWit this button you assign a fake user to this selected image. Data, like images, that is not longer linked to anything else gets removed when you save and reload a scene. Bforartists has the concept of fake users to go around this behavior. An image with a fake user is in fact linked to something. And so it is not lost when you save and reload the scene.
OpenOpen a new image.
RemoveRemoves the image.
Location X / YThe location of the image.
RotationThe rotation of the image.
Scale X / YThe scale of the image.
Clip ImageDo not repeat the image, but clamp it to one instance.
HoldoutRemove the color from underneath this stroke by using the stroke as a mask.

Volume Panel

Volume Panel

This panel displays the Volume part of the material as a list. And allows you to edit its values.

Use Nodes

Choose if you want to use a volume node or not.

Use Nodes
Use Nodes

Removing the volume node in the shader editor will clear the volume panel.

Displacement Panel

Displacement Panel

This panel displays the Displacement part of the material as a list. And allows you to edit its values.

Use Nodes

Choose if you want to use a displacement node or not.

Use Nodes
Use Nodes

Removing the displacement node in the shader editor will clear the panel.

Thicknes Panel

Thicknes Panel

This shader panel displays whatever you plug in into the Thickness input of the Material Output node.

Thicknes Panel

Settings Panel - Eevee renderer

Settings Panel - Eevee renderer
Settings Panel - Eevee renderer

Pass Index

Index number for the material index pass.

Surface subpanel

Surface subpanel

Backface Culling

EntryWhat it does
CameraUse back face culling to hide the back side of faces.
ShadowUse back face culling when casting shadows.

Displacement

The maximum distance that a vertex can be displaced. Displacement over this threshold may cause visibility issues.

Method
Method
Bump only

Bump mapping simulates the displacement mapping.

Displacement only
Displacement only

Use true displacement. Requires fine subdivision.

Max distance

The maximum distance the vertices can be displaced.

Displacement and Bump
Displacement and Bump

Uses a mixture of displacement and bump mapping.

Max distance

The maximum distance the vertices can be displaced.

Transparency

Transparent Shadows

Use transparent shadows for this material.

Method

Method

Controls the blending and the compatibility with certain features.

Dithered
Dithered

Allows for grayscale hashed transparency, and is compatible with render passes and raytracing. This is also known als deferred rendering.

Raytraced refraction

Use raytracing to determine refracted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting.

From Shadow
From Shadow

Use the shadow map from shadow casting lights to refine the thickness defined by the material node tree.

Blended

Allows for colored transparency, but is incompatible with render passes and raytracing. This is also known als forward rendering.

Transparency Overlap

Render multiple transparent layers. Note that this may introduce transparency sorting problems.

Render

Thickness
Thickness

The thickness model to consider geometry to be inside the object.

Light Probe Volume

Light Probe Volume Backfaces

Consider materials single sided for light probe volume capture.

Volume subpanel

Intersection

Intersection
EntryWhat it does
FastEach face is considered as a medium interface. It gives correct results for manifold geometry that contains no inner parts.
AccurateFaces are considered as a medium interface only when they have different consectuive facing. It gives correct results as longa s the max ray depth is not exceeded. This method also has a significant higher memory requirement.

Settings Panel - Cycles renderer

Settings Panel - Cycles renderer
Settings Panel - Cycles renderer

Material settings.

Pass Index

The index number of this material. This material index can be used for masking in post processing for example.

Surface subpanel

Surface subpanel

Surface related settings.

Displacement

Displacement

What method to use for displacement.

Emission Sampling

Emission Sampling

Sampling strategy for emission surfaces.

EntryWhat it does
Transparent ShadowsUse transparent shadows if the material contains a transparent bsdf node.
Bump map correctionCorrewct shadow terminator artifacts caused by bump mapping.

Volume subpanel

Volume subpanel

Sampling

Sampling

What sampling method to use for volume rendering.

Interpolation

Interpolation

What interpolation method to use for volume rendering.

Line Art

Material Mask

Material Mask

Use material masks to filter out occluded strokes. You can filter out up to eight mask bits. The index starts with 0.

EntryWhat it does
LevelsFaces with this material will behave as if it has set nubmers of layers in occlusion.
Intersection PriorityOverwrite object and collection priority value. · Intersection Priority Value: The intersection line will be included into the object with the higher intersection priority value.

Viewport Display

Viewport Display

Display settings for viewport display mode Solid. The items should be self explaining.

In solid mode the material colors are not displayed. With the viewport display color you can change this, and give each material its own color. Which can be any color, not necessarily the color from the material. Each material can have its own viewport display color.

Note that the Workbench renderer does not use materials and its colors at all. It relies completely at the viewport display color, even for rendering. But you can also here use different materials to have different colors at the mesh.

Settings Subpanel

Settings Subpanel

Cycles only. And with Cycles these settings are just relevant for the viewport rendering in Material Preview mode. That's why they are in the viewport display panel.

Settings Subpanel

Backface Culling

EntryWhat it does
CameraUse back face culling to hide the back side of faces.
ShadowUse back face culling when casting shadows.

Displacement

The maximum distance that a vertex can be displaced. Displacement over this threshold may cause visibility issues.

Method
Method
Bump only

Bump mapping simulates the displacement mapping.

Displacement only
Displacement only

Use true displacement. Requires fine subdivision.

Max distance

The maximum distance the vertices can be displaced.

Displacement and Bump
Displacement and Bump

Uses a mixture of displacement and bump mapping.

Max distance

The maximum distance the vertices can be displaced.

Transparency

Transparent Shadows

Use transparent shadows for this material.

Method

Method

Controls the blending and the compatibility with certain features.

Dithered
Dithered

Allows for grayscale hashed transparency, and is compatible with render passes and raytracing. This is also known als deferred rendering.

Raytraced refraction

Use raytracing to determine refracted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting.

From Shadow
From Shadow

Use the shadow map from shadow casting lights to refine the thickness defined by the material node tree.

Blended

Allows for colored transparency, but is incompatible with render passes and raytracing. This is also known als forward rendering.

Transparency Overlap

Render multiple transparent layers. Note that this may introduce transparency sorting problems.

Render

Thickness
Thickness

The thickness model to consider geometry to be inside the object.

Light Probe Volume

Light Probe Volume Backfaces

Consider materials single sided for light probe volume capture.

Volume Intersection

Volume Intersection

The volume intersection method.

Custom Properties panel

Custom Properties panel

This panel exists for all object types in the Object Data Properties. Allows you to add custom properties that can be used in various ways then. For scripting, or to drive animation etc.

In this panel you might also find custom properties from addons or scripts.

EntryWhat it does
AddAdds a new property.
Property ValueThe value of the property.

Edit

Edit

Opens a panel where you can adjust the settings for the custom property. The settings should be self explaining.

Remove

Removes the property.