Simple Materials Without Nodes

Material Shader Properties

When you create a new material and select it, its Properties panel will look something like this (top). On the bottom is a simple test model in a simple environment, both with the default material assigned.

Before Cheetah 3D got its node-based material system materials were simply objects with properties like everything else. You click on a material and then edit its properties. This interface is still supported, but it doesn’t let you access most of the power of the new material system and it’s easy to get lost if you create more complex materials.

Even so, it’s very useful for quickly creating simple materials such as a flat color shader, a shiny “plastic” material, a simple metal material, or a simple glass or water material, and even simple texture-based materials. Indeed, without even looking at the node display, the Properties panel allows you to make much more sophisticated materials than were possible before.

(You might wonder why you’d need anything else at this point.)

To create various simple materials, here’s a quick guide to how to adjust these settings.

Flat Colors

A flat red material. You don’t need to do anything with nodes to make this material. Simply create a new material and set its diffuse color to red and its specular color to black. If you’re wondering why this object looks so eerie in the test render, it’s because real world objects are never this intensely red. Generally, to make things look more realistic you need to make their colors a bit “murky” (darker and less saturated).

Shiny Plastic

Hard Rubber

Metal

AI draft: generated from the Cheetah 3D 8.1.1 manual; not yet reviewed by the author.

End of AI draft.

Note that this is not the best way to make a simple metal material, but the best way involves using the node system to select a different shader (the Metal shader) or modifying one of the Metal shaders that comes bundled with Cheetah 3D.

Brushed Metal

Again, a better way of doing brushed metal is to use the Metal Shader (it also allows you to do anisotropic reflection, i.e. directional blur).

Glass

Water

Procedural Marble

Procedural Concrete (“Cement” for Americans)

The Fractal texture causes variation in the color of the material, while the Voronoi shader creates the texture. The higher the scale setting in the Fractal texture, the finer the grain will be.

Note: needs checking in Cheetah 3D 8.1.1: the steps above set the scale on the Voronoi node, not the Fractal node; which node’s scale controls the grain here?

Procedural Wood

Simple, Image-Based Materials

This material was created using a simple test pattern. It’s a total mess on the elephant because it isn’t properly UV-mapped. All of the other materials so far (including the procedural wood and marble) don’t use UV-maps, and thus don’t rely on the underlying mesh having proper UV-maps.

The Material Shader

The most versatile Shader in Cheetah 3D is the Material Shader. All of the simple materials we’ve discussed in the previous section have been created with it. Most of the other shaders are simplified versions of the Material Shader that are specialized for handling one kind of material.

The material shader node is your friend.

The first thing you might notice about a shader is that it has no output channels (its output goes to the renderer — as far as your node system is concerned, the shader is the end of the line). The node system is simply there to give information to the shader to help it do its job.

As you may recall, I have described a shader as a software gizmo that answers the question “what color is this specific point on this specific triangle” given a bunch of data about the scene that triangle resides in, and the direction we’re looking from.

To answer this question, the shader needs a bunch of additional information, some of which is represented by the input nodes (the labeled sockets on the left of the shader node). If nothing comes into one of these channels, then the shader uses its own internal (constant) values for that channel.

Diffuse set to bright red (top) and a greenish-grey (bottom).

On the top is the default material (which has specular set to white). On the bottom, specular has been set to black.

Note: needs checking in Cheetah 3D 8.1.1: the bundled default Material (Materials/Default/Material.c3dmat) has its specular color set to black, not white, so new materials may no longer have highlights by default (also affects the caption above and 10.8).

Specular size set to 80.0 (top — the default value) and 20 (bottom). Yes, the greater the specular size the smaller and sharper the highlight.

At top, reflection set to light grey. At bottom, reflection set to dark red.

Reflection blur 0.0 (top — default value) and 0.2 (bottom).

Glass material with index of refraction set to 1.0 (top), 1.1 (middle), and 1.5 (bottom — the default)

Glass material with transparency blur set to 0.0 (top — the default) and 0.2 (bottom).

Top: emissive is set to bright red; bottom: the diffuse color is set to bright red as well.

Default material with diffuse set to medium grey and Voronoi texture node’s color output applied to bumpmap.

Note: Cheetah 3D 8.1.1 also has a Bump type setting on the Material shader (height, normal map Y+, or normal map Y−), so the bumpmap channel can take a normal map; see Node Descriptions, not yet covered here.

Except where stated otherwise, these channels are expected to be RGB color values. Diffuse can be an RGBA color (i.e. include opacity) and the shader has a toggle option for using the A value as its Transparency input.