Material

The Material block contains all of the information relating to a single material within the scene

The Material block contains all of the information relating to a single material within the scene.

The Identifier for this block is: 2015

This block contains many different sub-blocks which contains information about the material. These blocks include the indices of the scene's textures in the texture list and information about blending.

These sub-blocks are listed below:

Name Description
Diffuse Texture Index The index of the diffuse texture into the scenes texture list (see Diffuse Texture Index).
Ambient Texture Index The index of the ambient texture into the scenes texture list (see Ambient Texture Index).
Specular Colour Texture Index The index of the specular colour texture into the scenes texture list (see Specular Colour Texture Index).
Specular Level Texture Index The index of the specular level texture into the scenes texture list (see Specular Level Texture Index).
Bump Map Texture Index The index of the bump map texture into the scenes texture list (see Bump Map Texture Index).
Emissive Texture Index The index of the emissive texture into the scenes texture list. (see Emissive Texture Index).
Glossiness Texture Index The index of the glossiness texture into the scenes texture list (see Glossiness Texture Index).
Opacity Texture Index The index of the opacity texture into the scenes texture list. (see Opacity Texture Index).
Reflection Texture Index The index of the reflection texture into the scenes texture list. (see Reflection Texture Index).
Refraction Texture Index The index of the refraction texture into the scenes texture list (see Refraction Texture Index).
Material Opacity The opacity of the material (see Material Opacity).
Ambient Colour The ambient colour of the material (see Ambient Colour).
Diffuse Colour The diffuse colour of the material (see Diffuse Colour).
Specular Colour The specular colour of the material (see Specular Colour).
Shininess The shininess of the material (see Shininess).
Effect File Name The name of the effect file used by the material (see Effect File Name).
Effect Name The name of the effect within the file Effect File Name. (see Effect Name).
Blending RGB Source Value The first RGB data source, with an optional pre-blend operation (see Blending RGB Source Value).
Blending Alpha Source Value The first alpha data source, with an optional pre-blend operation (see Blending Alpha Source Value).
Blending RGB Destination Value The second RGB data source, with an optional pre-blend operation (see Blending RGB Destination Value).
Blending Alpha Destination Value The second alpha data source, with an optional pre-blend operation (see Blending Alpha Destination Value).
Blending RGB Operation The blending operation defining how the materials RGB data sources should be combined (see Blending RGB Operation).
Blending Alpha Operation The blending operation defining how the materials alpha data sources should be combined (see Blending Alpha Operation).
Blending RGBA Colour An RGBA colour used with some blend operations (see Blending RGBA Colour).
Blending Factor Array A factor value for used with some blend operations (see Blending Factor Array).
Material Flags Specifies whether a number of flags are set within the POD file (see Material Flags).
Material User Data Custom data added by the exporter (see Material User Data).
Material Name The name of the material (see Material Name).

Extended PBR Material Data

The table below contains a list of additional blocks which contain material properties which are useful when implementing physically-based rendering (PBR).

Name Description
Metallicity

Metallicity should mix between two shading models.

When metallicity = 0.0, a non-metal material should be rendered utilizing the base colour as a diffuse component, adding reflections on top of this with sub-surface scattering and transparency.

When metallicity = 1.0, a metallic material should be rendered that is only reflective, reflecting the base colour for facing angles and the reflection colour (generally white) on edges (see Metallicity).

Roughness

This property measures the roughness of the associated material.

A higher roughness yields a blurrier material, a lower roughness yields a more mirror-like material (see Roughness).

IOR The Index of Refraction level, defining both how much rays bend when entering the medium, but also the angular dependency of reflectivity (see IOR).
Reflectivity The relative measurement of reflectivity (see Reflectivity).
SubSurface Scattering The relative measurement of sub-surface scattering (see SubSurface Scattering).
SubSurface Scattering Depth The amount of spread of light in the material (see SubSurface Scattering Depth).
SubSurface Scattering Colour The colour of the sub-surface scattering, generally the same as the base colour (see SubSurface Scattering Colour).
Emission The relative measurement of self-illumination (see Emission).
Emission Luminance The surface's luminosity, in cd/m2 (also known as "nits") (see Emission Luminance).
Metallicity Texture Index The index of the metallicity texture into the scenes texture list (see Metallicity Texture Index).
Roughness Texture Index The index of the roughness texture into the scenes texture list (see Roughness Texture Index).