Output Node
Table Of Contents
Introduction
The Material Output represents the actual material within the shader node environment and collects the definitions for the material via its inputs. In many cases, it is sufficient to connect the Surface input, because all color, luminance, reflectance, transparency and bump/normal mapping properties are already exchanged via this input. Therefore, for many materials, the connection of a Redshift Material node is sufficient.
In addition to the Surface properties, other material definitions can be made using the other inputs on this node, e.g. for Displacement. For some special materials it is necessary to use the inputs for Volume or Environment instead of the Surface input.
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Inputs
Surface
This port expects a surface Material and is the most common input for Redshift materials like the Standard Material or Toon Material.
Displacement
This port expects displacement information as output by the Displacement node. This attribute can be combined with the Surface definition to add deformations to the mapped geometry.
Volume
This input expects volume information as output by a Volume shader like the Standard Volume. This combination is needed to render volumetric smoke, clouds, fire or explosions loaded with the Redshift Volume object.
Environment
This input expects color information, for example, from an Environment node, but even a simple color will work here as well. This input can be used together with Surface or Displacement to include a virtual environment to the material, that is used for reflection simulation.
When using a color or texture as an environment shader consider using it with a UV Projection node and setting the mode to Spherical.