Basic Properties
Here you can enter a name for the object.
Surface color.
Irregularities in surface color (works by brightening and darkening the color channel).
Luminescent color (light-independent color).
Transparency (including refraction index).
Ability to reflect other objects.
Environment reflection (simulates reflection).
Fog effect.
Virtual bumps on a surface.
Use this setting to activate the Normal material channel for optimized virtual surface unevenness.
Defines the localized texture invisibility.
Defines the halo around an object.
Defines the authentic bumps on a surface.
Several parameters, mainly from the Illumination channel and pertaining to Enhanced OpenGL have been placed in this tab.
This tab displays custom material channels you create. More information can be found here.
This is where you will find all settings relative to Global Illumination and the display of material channels in Enhanced OpenGL (not 3D Volume Shader) mode.
Click on this button to create a custom channel.
Materials assigned to an object will be listed here. Alternately, an object can also be dragged and dropped into this field.
Node-based materials have this button with which you can open the Node Editor.
RELEASE 21
Node Space
As described hier, a Node Material can contain different Node setups for different renderers. Depending on which renderer or Node Space is active, corresponding Node setups will be displayed and evaluated.
Here you will find those renderers listed that can work with Nodes: ProRender and Standard / Physical renderer (since R21). If you have 3rd-party renderers installe, these can also be listed here if they are compatible with the Node Space system.
Each renderer has a button, which is either
If you click on Add, a default Node setup (i.e., exactly what is created if
The Node setups for different Node Spaces are clearly separated and are not compatible.
Be careful when deleting because you can end up removing complex Node setups.