MAT - Material Operators

MATs define the appearance of 3D geometry (SOPs). They are assigned to Geometry COMPs.

Key MATs

  • Phong: The standard material for lighting, textures, and reflections.
  • Constant: A flat color material that ignores lighting.
  • PBR (Physically Based Rendering): For high-quality, realistic materials using Roughness/Metallic maps.
  • GLSL: Write custom vertex and fragment shaders.

How to Use MATs

MATs are essential for giving your 3D geometry (SOPs) an actual surface appearance when rendered.

  1. Adding a MAT: Open the OP Create Dialog (Tab) and select the MAT family (yellow color).
  2. Assigning a Material:
    • You don’t connect wires directly from a MAT to a SOP.
    • Instead, drag and drop your MAT onto a Geometry COMP (which contains your SOPs) and select “Material” from the pop-up menu.
    • Alternatively, type the MAT’s name into the “Material” parameter of the Geometry COMP.
  3. Applying Textures:
    • To add an image texture to a MAT (like a Phong MAT or PBR MAT), drag a TOP (like a Movie File In TOP) onto the MAT’s specific map parameter (e.g., Color Map, Normal Map, or Roughness Map) and select Connect Link, or simply type the operator path as a string directly into the map parameter (e.g., op('moviefilein1')).
  4. Lighting: Most materials (like Phong or PBR) require a Light COMP in the network to be visible in the render. Without a light, geometry with these materials might appear completely black.

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