Documentation→Reference→Ingredients

DiffuseScatters light. and colors it by the surface. See More |
SpecularReflects lights and Reflection Probes, mixes with fresnel. See More |
Sub Surface ScatteringScatters light through the mesh. See More |
Tangent NormalsBends the surface normals of the ingredients after it to create fake detail. |
Flat NormalsStraightens the normals of the ingredients after it to the face of the mesh. |
DisplacementSets the depth of the ingredients after it from a heightmap, regardless of true occlusion. Hover for comparison |
POMCalculates the depth of the ingredients after it with a heightmap, properly occluding portions and carving silhouettess. Hover for comparison. (Documentation Coming Soon) |
EmissionGlows regardless of lighting. |
UnlitCompletely unlit, not using any lighting. See More |
DisplaceDisplaces, or pushes the vertices of the mesh. See More |
SetTreats the vertex position itself as a layer channel, allowing full control over the mesh. (Documentation Coming Soon) |
ShellsDuplicates the mesh and enlarges each one. (Documentation Coming Soon) |
TransparencyMakes parts of the mesh see through. (Documentation Coming Soon) |
Subdivision/TessellationIncreases the polygon count of the mesh. (Documentation Coming Soon) |
SmoothMakes the mesh rounder. (Documentation Coming Soon) |
To WireframeConverts the mesh to a wireframe. (Documentation Coming Soon) |
To PointsConverts the mesh to small points. (Documentation Coming Soon) |
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