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 / MaterialLive-editable Metal shading language material. Write or paste MSL into the inspector; ports are auto-derived from @input directives in the source.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| (declared via @input) | float | , | , | Ports are generated from @input directives at the top of the shader source. |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| material | material | , | , |
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 / MaterialLoads an HDR or LDR equirectangular panorama and exposes it as the scene's environment / IBL source.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| intensity | float | 1 | , | Multiplier on the environment irradiance. |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| environment | texture | , | , |
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.
Chrome Mirror
chromeMirror3d3D / MaterialPolished chrome preset, fully metallic, very low roughness, neutral tint.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| baseColor | color | 0.95, 0.95, 0.96, 1 | , | |
| metalness | float | 1 | , | |
| rough | float | 0.04 | , | |
| tintColor | color | 1.0, 0.95, 0.9, 1 | , | |
| tintAmount | float | 0.1 | , |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| material | material | , | , |
The default reflective look. With a good HDRI, this preset alone carries most product-shot compositions.
Gold
gold3d3D / MaterialBrushed gold with view-dependent tarnish in the recessed areas.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| baseColor | color | 1.0, 0.78, 0.34, 1 | , | |
| metalness | float | 1 | , | |
| rough | float | 0.25 | , | |
| tarnish | float | 0.1 | , | |
| tarnishTint | color | 0.35, 0.22, 0.08, 1 | , |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| material | material | , | , |
Steel
steel3d3D / MaterialBrushed steel, anisotropic-feeling banded roughness driven by UV.y.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| baseColor | color | 0.56, 0.57, 0.58, 1 | , | |
| metalness | float | 1 | , | |
| rough | float | 0.35 | , | |
| brushing | float | 0.6 | , |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| material | material | , | , |
Glass
glass3d3D / MaterialDielectric glass with iridescent fresnel rim.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| tintColor | color | 0.85, 0.95, 1.0, 1 | , | |
| rough | float | 0.05 | , | |
| iridescence | float | 0.6 | , | |
| opacity | float | 0.25 | , |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| material | material | , | , |
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 / MaterialVelvet cloth, sheen builds toward the silhouette like real fabric.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| baseColor | color | 0.45, 0.05, 0.12, 1 | , | |
| sheenColor | color | 1.0, 0.6, 0.3, 1 | , | |
| sheenPower | float | 3 | , | |
| sheenAmount | float | 1.2 | , |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| material | material | , | , |
Neon
neon3d3D / MaterialEmissive neon, bright color with an animated pulse, designed to interact with bloom.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| emissionColor | color | 1.0, 0.25, 0.6, 1 | , | |
| glowStrength | float | 4 | , | |
| pulseSpeed | float | 3 | , |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| material | material | , | , |
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.