Geometry & 3D node

Material

A surface, as a node: Color, Roughness, Metallic, Emission bundled into one Material output. Cable it into a Mesh — or into several, and they all share the one surface, edited in one place. A connected Material overrides the Mesh's own inline values; unplugged, the Mesh keeps its own.

Inputs

PortTypeDefault
ColorBase colour. On a metallic surface it becomes the colour of the reflection — gold, not yellow plastic.color(0.85, 0.85, 0.88, 1)
TextureAn image that paints the surface's base colour — any generator's output, a Video Player, a camera. Unconnected, the Color alone shows.image—
Normal MapA tangent-space normal map (bluish image) that adds surface detail to the lighting without more geometry.image—
RoughnessHow diffuse the surface is: low is a sharp highlight, high is matte.float0.45
MetallicMetal or not — metals take all their colour from the reflection.float0
EmissionSelf-glow, regardless of the light — screens, neon, embers.float0
DisplacementA height picture — a Depth Estimation output, the scene's own Depth pass, any grayscale image. Each vertex moves along its normal by (height − Displace Midpoint) × Displace Amount, on the GPU, live for video. Brighter = out.image—
Displace AmountHow far a fully bright pixel moves the surface out, in the mesh's own units (−10…10; negative pushes in). Shading normals follow the map per pixel, so a coarse mesh still lights right; a Plane's Resolution sets how finely the silhouette can bend.float0.2
Displace MidpointThe height that does not move (0…1, default 0.5): below it the surface sinks, above it rises. 0 keeps the whole relief in front of the original surface.float0.5
Displace SmoothBox blur of the height in map texels, 0…3, applied where the height is read — the relief rounds off and its shading follows. Use it on a coarse or noisy depth map; it does not add mesh detail (a Plane's Resolution does).float0
Edge TearHides triangles stretched across a depth jump — the curtains between a figure and its background. 0 = off; small values tear only the sharpest jumps, 1 tears gentle slopes too. Depth, Normals and ID passes tear the same.float0

Outputs

PortType
Materialstructure

How It Works

Material is a surface, as a node: Color, Roughness, Metallic, Emission, plus a Texture and a Normal Map, bundled into one Material output.

Cable it into a Mesh — or into several, and they all share the one surface, edited in one place. A connected Material overrides the Mesh's own inline values; unplugged, the Mesh keeps its own.

Use Cases

  • One surface, many meshes — Change the look of a whole assembly from one node.
  • Animated materials — An LFO on Emission or a colour cable on Color affects everything that shares it.
  • Material libraries — Several Material nodes parked in the patch as a palette.
  • Textured surfaces — Any image cable as the albedo, including a live video or a Live Shader.
  • 3D Paths and Plot 3D — Both take a Material cable, so the whole scene can share a look.

Tips

  • Roughness near 0 with Metallic 1 is a mirror; near 1 with Metallic 0 is chalk. Most real surfaces are in between.
  • Emission is not a light — it makes the surface bright but does not illuminate anything else. Add a Light for that.
  • Model Import publishes a Material output of its own, so an imported file's surfaces can be reused.
  • An unplugged Material changes nothing; the Mesh silently falls back to its inline values.

Open Material in the interactive catalog →

Material is one of 381 nodes in Grafit Pro.

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