Trapcode Geo

Materials Group

The simplest way to begin exploring the Material group is with Geo’s default settings, starting with a simple sphere. You’ll see that only one material (Material 1) is offered in the ECP. You’re allowed up to five materials, and Geo is designed to expose only as many controls as are needed for your object’s separate meshes. For example, if you switch to a Custom geometry, you’ll see all five materials enabled.

The Animated Textures checkbox controls whether Geo allows animated textures to manifest during playback. This option is disabled by default to provide faster performance, because Geo handles all texture maps as a single frame. However, if you want animated elements in your textures, such as blinking lights, to display as the model allows, enable this checkbox.

Material Assignment determines which of three methods you use for applying materials to your model.

Material M1/2/3/4/5

The following controls apply to each of the five Material subgroups.

Surface Preset

With a default sphere, your Material 1 section will show a Surface Presets M1 pull-down set to Default. At this point, your sphere will look like a cue ball. However, the Surface Presets pull-down offers another 12 options, such as Chrome, Gummy, and Plastic (shown below from left to right), as well as a Custom option.

Shader

A graphics shader uses scripts and algorithms to calculate pixel colors and light levels in certain ways. Here in Geo, the Shader menu offers four broad categories: Physically-based, Color Only, Normals, and Depth. Your selection here determines which subgroup of options appear under the Shader line in the ECP.

Physically-based is the default shader. It provides the most realistic appearance, in part because it also pulls in environmental influences . When you look at the Plastic preset (above, right), it genuinely looks like blue plastic, including how its surface reflects light. Like Geo’s other three shader options waiting in the Shader pull-down, each shader has its own individual controls, like the Physically-based controls described below.

Color Only. This shader provides a handy way to coat a model form in a flat, single color, although doing so will erase any shading. Thus, a shaded sphere becomes an unshaded, solid circle. However, Color Only becomes more useful when you select a Base Color Map and dig into the Texture Settings subgroup. The Base Color Map source supplies the texture to which you apply the Color (as shown below). Then you can manipulate the material with several controls, as we did to shift Color from the default white (left) to a more natural tone (right).


See the Physically-based shader section (above) for descriptions of these Color Only controls:

Normals. The Normals shader exposes your geometry's normals, allowing you to output a normals pass for use by other applications. Below, you see the difference between the Physically-based (left) and Normals (right) shaders. Generally, you'll want to set Material Assignment to One For Allwhen not needing to mix shader types between materials.

The Normal Only subgroup offers the same controls for Bump Map Intensity, Bump Map, and Bump Map Weight found in the Physically-based shader section.

Depth. The Depth shader offers a way to generate a depth map, where lighter colors represent closeness and darker represents distance. (Note that the Invert checkbox will reverse this.) Consider the following Cylinder shape (see the Cloner page about Shape options) of sphere forms.

Pick a base Base Color for your depth map. White is the default color, as shown here. Next, use the Near and Far controls to help isolate where in the model you want your map, meaning the gradient between Near and Far, to begin and end. The higher the Near/Far values, the more sensitive the controls become.

It may be easier to visualize Near/Far value changes by turning on your transparency grid. With a camera z position at -3800, the following two images show Near/Far values of 1000/1300 (top, the same as in the example above) and 1300/1600 (bottom). Notice how higher values push the gradient farther from the camera.