Transparent

Transparent material templates are suitable for making transparent materials such as glass.

Base color/Base Color Map

Used to control the color of the stained glass.

Specular

Control the Reflectance of the material.

Refraction

Control the Index of Refraction (IOR) of the material. The IOR of glass is generally around 1.5-1.6, the IOR of water is 1.33, and the IOR of diamond is 2.4. When the IOR is 1, there is no refractive effect.

Due to the refraction effect, the flat glass must thickness.

Roughness

Defines the roughness of the material surface, which macroscopically affects whether the reflection is blurred or not.

Please note that Roughness only affects whether the reflection is blurred or not, not the refraction, so if you want to make frosted glass, you need to use normal noise map. We recommend using the preset frosted glass from the Asset Library, located at Assets>Material>Glass>Frosted Glass


Water

The Water material template has animated effects and is used to create flowing water.

Base color/Base Color Map

Used to control the color of the water.

Normal

Controls the size of the wave.

Specular

Control the Reflectance of the water surface, the specular value of water is 0.25. 

Refraction

Control the IOR of the water surface. The IOR of water is 1.33. 

Flow Velocity

Adjust the rate of the water animation, turn on "Realtime" to preview the water animation in "Display" option. 

Depth

Control the absorption of the water to the incident light, make clear shallow water or more turbid and deep water, need to model the part below the water surface to see the effect.


Car Paint

The Car Paint material template is suitable for making car paint and other materials with varnish coating.

The basic principle of the Car Paint material is to add a new layer of reflection calculation on top of the standard custom material template to simulate the effect of a clear coat layer. In short, this material has two reflection layers, and the roughness can be defined separately.

After switching to the Car Paint template, most of the parameters are exactly the same as the Custom template. Please refer to the Custom template for the definition of the Base color, Normal, Specular, Metallic, AO, etc. These parameters can be considered as controlling the Base Paint.

Clear Coat

Controls the Reflectance of the Clear Coat layer. A value of 0 means no Clear Coat. A value of 1 maximizes the Reflectance of the Clear Coat.

Clear Coat Roughness

Defines the Roughness of the Clear Coat layer, which affects whether the reflection of the clear coat is blurred or not.

For common Car Paints, the Roughness of the base paint is generally higher, and the Roughness of the Clear Coat layer is close to 0.

In the following figure, keeping the value of Clear Coat layer 0.85 and the Clear Coat Roughness 0, adjusting the Roughness of base paint, you can see the effect of two reflections in the highlight area.


Displacement

Displacement material templates use parallax mapping to create realistic bump effects.

The only special parameter of the Displacement material template is the Height, which is usually defined by a height map that defines the bumpiness of the model.

The white color is the convex part and the black color is the concave part.

In the case of the figure below, the height map is pre-imported and used to define the terrain.


Cloth

Cloth material templates are used to simulate fabric materials.

Opacity map

Use maps to control the holes in the Cloth material, keeping the white parts and hollowing out the black parts.


Opacity intensity

Simulates the transparency produced by holes in the fabric, the lower the value, the more transparent the fabric is.

Falloff

Use Falloff to simulate the lint on the Cloth. The whitening effect is more obvious where the surface of the material is tangential to the camera's line of sight.


Custom Alpha

Custom Alpha material templates specifically used to create hollow effects.

The only special parameter of this template is the "Opacity Map" parameter. But there is a slight difference with the "Opacity Map" in the Cloth material template. There is no semi-transparent effect here, the material is either completely preserved or completely hollow. Therefore, here it is recommended to use only black and white map to control the hollow effect. White is the material that is preserved, and black corresponds to the hollow position.

In the range of 0~255, Opacity Map gray value greater than 157, the corresponding material will be retained, and gray value less than 156, the corresponding material will be hollowed out.


Video

Use video files to control the Emissive of materials and easily create TV screen effects.

Intensity

Control the brightness of the video Emissive. 

Color

Overlay the specified color on top of the original video Emissive.

Temperature

Overlay the specified Color Temperature on top of the original video Emissive.

Cast Shadow

Control whether the light emitted by the video material will affect the diffuse of the surrounding objects.

D5 currently supports video files of up to 200M.


Foliage

The leaves of real plants have such characteristics: If you look at the overlapping leaves against the light, you can see that the parts of the back of the leaves that are exposed to direct sunlight are brighter, and the parts that are shaded by other leaves are darker.

Other sheet materials, such as paper, have a similar effect. That is, you can see the change of light and shadow on the back side of the material on the front side.

There are only two special parameters for the Foliage material:

Opacity Map

Use map to control the hollow effect of the material.

Opacity Intensity

Control the light transmission of the sheet material, the value of 0, the material does not transmit light, the value of 1, the light transmission effect becomes maximum.

All the Vegetation in the D5 Asset library use the Foliage material template to ensure the realism of the leaves.


Grass

Use the Grass material template to quickly create large areas of natural grass.

Base Color/Base Color Map

Controls the color of the ground as well as the grass.

It is recommended to use a grass texture map linked to the Base Color Map slot, the generated grass will automatically load the color of the base color map to generate a natural grassland.

Normal

Controls the bumpy effect of the ground below the grass. 

Specular

Controls the Reflectance of the grass and the ground. 

Roughness

Controls the Roughness of the grass and the ground, which affects the reflection blur. 

Height

Controls the height of the automatically generated grass.