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.
- Adding a MAT: Open the OP Create Dialog (Tab) and select the MAT family (yellow color).
- 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.
- Applying Textures:
- To add an image texture to a MAT (like a
Phong MATorPBR MAT), drag a TOP (like aMovie 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')).
- To add an image texture to a MAT (like a
- Lighting: Most materials (like Phong or PBR) require a
Light COMPin the network to be visible in the render. Without a light, geometry with these materials might appear completely black.
(y) Return to MATs | (y) Return to The Operators | (y) Return to TouchDesigner | (y) Return to Home