Reference / Nodes

3D Materials

Eight nodes that produce a material output. One, pbrMaterial, exposes the underlying live MSL editor. Six are baked presets that instantiate the same underlying node with a preset shader source. hdri is the environment-map node consumed for IBL.

Wire any material output into the material port of a geometry node. The preset materials all support live editing , open the inspector and rewrite the source any time.

PBR Material

pbrMaterial3D / Material

Live-editable Metal shading language material. Write or paste MSL into the inspector; ports are auto-derived from @input directives in the source.

Inputs
PortTypeDefaultRangeNotes
(declared via @input)float,,Ports are generated from @input directives at the top of the shader source.
Outputs
PortTypeDefaultRangeNotes
materialmaterial,,

The inspector hosts a live MSL editor. Each line starting with // @input declares a port and its default value; types are color, float or texture. The body of the shader writes to albedo, metallic, roughness and emission.

Recompiles happen as you type. Compile errors land on the inspector; the previous successfully-compiled material keeps rendering until you fix the source.

HDRI

hdri3D / Material

Loads an HDR or LDR equirectangular panorama and exposes it as the scene's environment / IBL source.

Inputs
PortTypeDefaultRangeNotes
intensityfloat1,Multiplier on the environment irradiance.
Outputs
PortTypeDefaultRangeNotes
environmenttexture,,

Pick the file on the inspector, .hdr, .exr and standard LDR formats all work. The panorama drives image-based lighting on every PBR material in the scene and is sampled as the skybox in the deferred renderer.

Without an HDRI, materials fall back to a flat ambient term, they look correct but lack the reflective context that sells PBR. A 1k or 2k HDRI is enough; bigger files cost more memory without much visible gain.

Chrome Mirror

chromeMirror3d3D / Material

Polished chrome preset, fully metallic, very low roughness, neutral tint.

Inputs
PortTypeDefaultRangeNotes
baseColorcolor0.95, 0.95, 0.96, 1,
metalnessfloat1,
roughfloat0.04,
tintColorcolor1.0, 0.95, 0.9, 1,
tintAmountfloat0.1,
Outputs
PortTypeDefaultRangeNotes
materialmaterial,,

The default reflective look. With a good HDRI, this preset alone carries most product-shot compositions.

Gold

gold3d3D / Material

Brushed gold with view-dependent tarnish in the recessed areas.

Inputs
PortTypeDefaultRangeNotes
baseColorcolor1.0, 0.78, 0.34, 1,
metalnessfloat1,
roughfloat0.25,
tarnishfloat0.1,
tarnishTintcolor0.35, 0.22, 0.08, 1,
Outputs
PortTypeDefaultRangeNotes
materialmaterial,,

Steel

steel3d3D / Material

Brushed steel, anisotropic-feeling banded roughness driven by UV.y.

Inputs
PortTypeDefaultRangeNotes
baseColorcolor0.56, 0.57, 0.58, 1,
metalnessfloat1,
roughfloat0.35,
brushingfloat0.6,
Outputs
PortTypeDefaultRangeNotes
materialmaterial,,

Glass

glass3d3D / Material

Dielectric glass with iridescent fresnel rim.

Inputs
PortTypeDefaultRangeNotes
tintColorcolor0.85, 0.95, 1.0, 1,
roughfloat0.05,
iridescencefloat0.6,
opacityfloat0.25,
Outputs
PortTypeDefaultRangeNotes
materialmaterial,,

Not metallic, fresnel response drives the visible glass effect. On a torus or a sphere, the rim picks up rainbow shimmer that intensifies with iridescence.

Velvet

velvet3d3D / Material

Velvet cloth, sheen builds toward the silhouette like real fabric.

Inputs
PortTypeDefaultRangeNotes
baseColorcolor0.45, 0.05, 0.12, 1,
sheenColorcolor1.0, 0.6, 0.3, 1,
sheenPowerfloat3,
sheenAmountfloat1.2,
Outputs
PortTypeDefaultRangeNotes
materialmaterial,,

Neon

neon3d3D / Material

Emissive neon, bright color with an animated pulse, designed to interact with bloom.

Inputs
PortTypeDefaultRangeNotes
emissionColorcolor1.0, 0.25, 0.6, 1,
glowStrengthfloat4,
pulseSpeedfloat3,
Outputs
PortTypeDefaultRangeNotes
materialmaterial,,

Bake into text3d for a sign-painter look, or onto a torus3d for a glowing ring. Make sure bloom is enabled on the scene3d composer or the emissive will only contribute color, not glow.