User Manual
  • 🏡About D5 Render
  • 🧭Get Started with Ease
    • D5 Workflow
      • Interface, Shortcuts, Camera
      • Model Connection
      • Material
      • Landscape
      • Environment, Effects
      • Image, Animation Output
      • AI Features
  • 🧊Importing and editing models
    • How to import model files into D5 Render?
    • How to edit models?
    • How to duplicate the model?
    • What is "Make Unique"?
    • How to quickly adjust models in the asset library?
    • How to make the material drop with one click?
    • How to align models imported separately?
    • What is "Sync Pivot" and how to use it for rotating/opening and closing doors animation in D5?
    • Why do models become displaced after replacement/update?
    • How to select multiple models in the scene?
    • How to flip/mirror models?
    • How to replace models in the scene?
    • How to switch between an object's own coordinates and world coordinates?
    • The imported model in D5 is a whole. How to separately adjust individual objects?
    • How to quickly focus the camera on a model?
    • How to restore the imported model's built-in materials?
    • How to sync/update modified/moved models to D5?
    • Why "Reload" shows gray when using the D5 Converter to sync the models?
    • Why can't the model in the scene be selected?
  • 🎲Workflow Plugins
    • Abnormal situations
      • Abnormal situations when using LiveSync(real-time plugin)
        • After LiveSync(real-time plugin) syncing, how to deal with material picking up abnormalities in D5?
      • Abnormal situations when using Sync(non-real-time plugin)
    • General questions
      • How to install plugins?
      • Re-linking File Process Introduction
      • Why does it prompt "Could not reach server (timeout)" during syncing?
      • Why does the modelling software show a different orientation compared to the top view in D5?
      • Why the .d5a file with group structure info could not use align/sync coordinates?
      • When launching D5 from D5 Converter, why is the window not displayed fully/stuck/shows white border?
      • Launching D5 from the D5 converter gives the error "default error".
    • SketchUp
      • Feature Introduction | D5 LiveSync for SketchUp
      • Syncing Objects and Properties
      • Update | D5 LiveSync for SketchUp
      • Common issues | D5 LiveSync for Sketch up
      • Workflow | D5 Sync for SketchUp
      • Update | D5 Sync for SketchUp
      • Common issues | D5 Sync for Sketch up
    • 3ds Max
      • Common issues | D5 LiveSync for 3ds Max
      • Update | D5 LiveSync for 3ds Max beta
      • Feature Introduction | D5 LiveSync for 3ds Max beta
      • Workflow | D5 Sync for 3ds Max
      • Update | D5 Sync for 3ds Max
      • Common issues | D5 Sync for 3ds Max
    • Rhino
      • Workflow | D5 Sync for Rhino
      • Workflow | D5 LiveSync for Rhino
      • Update | D5 LiveSync for Rhino
      • Update | D5 Sync for Rhino
      • Common issues | D5 Sync for Rhino
    • Revit
      • Workflow | D5 Sync for Revit
      • Update | D5 Sync for Revit
      • Common issues | D5 Sync for Revit
    • Cinema 4D
      • Workflow | D5 Sync for C4D
      • Update | D5 Sync for C4D
      • Common issues | D5 Sync for C4D
    • Archicad
      • Workflow | D5 LiveSync for Archicad
      • Update | D5 LiveSync for Archicad
      • Workflow | D5 Sync for Archicad
      • Update | D5 Sync for Archicad
      • Common issues | D5 Sync for Archicad
    • Blender
      • Workflow | D5 Sync for Blender
      • Update | D5 Sync for Blender
      • Common issues | D5 Sync for Blender
    • Vectorworks
      • Workflow | D5 LiveSync for Vectorworks
      • Update | D5 LiveSync for Vectorworks
      • Common issues | D5 Sync for Vectorworks
  • 📝User Guide
    • Material
      • How to achieve caustics effect
      • How to select material in the scene?
      • How to adjust the material map?
      • How to control the reflection effect of a material?
      • How to control the bump effect of the material?
      • How to make the emissive effect of the material?
      • What is the AO parameter of material?
      • What is "Invisible in Raytracing"?
      • How to achieve round corner?
      • What if there is colour bleeding in a scene?
      • What materials are the Flowing water templates suitable for? What are the special parameters?
      • What materials are the Transparent templates suitable for? What are the special parameters?
      • What materials are the Water templates suitable for? What are the special parameters?
      • What materials are the Car Paint templates suitable for? What are the special parameters?
      • What materials are the Displacement templates suitable for? What are the special parameters?
      • What materials are the Cloth templates suitable for? What are the special parameters?
      • What materials are the Custom Alpha templates suitable for? What are the special parameters?
      • What materials are the Subsurface scattering templates suitable for? What are the special parameters
      • How to use the Multimedia Material?
      • What materials are the Foliage templates suitable for? What are the special parameters?
      • How to set grass? How to grow grass with one click?
      • What is the difference between a material template and a library preset material?
      • What are the material tools? What are they used for?
      • What is the correct naming convention when importing PBR maps with one click?
      • How do I adjust the material UV and why does adjusting the UV have no effect?
      • Why is the base colour map all black after import?
      • Why is the effect of the glass material not obvious/anomalous?
      • How to create a velvet effect?
      • Why is the file location option disabled?
    • Tool
      • How to use City Generator?
      • How to use Terrain?
      • How to use D5 Scatter?
      • How to generate a vine with one click?
      • How to batch adjust the parameters of the objects?
      • How to fill hedge leaves with one click?
      • How to save and reuse presets for the Path tool?
      • How to save and reuse presets for the Brush tool?
      • How to efficiently use the path tool to place plants?
      • How to efficiently draw/scatter/place plants?
      • How to erase/clear plants?
      • How to edit plants created by brushes
      • How to create a lawn effect?
      • Other common issues
    • View
      • Camera and Views
      • How to use full screen mode?
      • What is the difference between different preview qualities?
      • How to move the viewpoint freely?
      • What are the different display options for?
      • What are the different display modes for?
      • How to set the 'Depth of Field' effect?
      • How to switch to orthogonal view
      • What is the feature of horizontal and vertical FOV?
      • How to set section/render section diagram?
      • How to adjust the view rotation rate of the right and middle mouse buttons?
    • Sky and Weather
      • Sky Light
      • Weather
      • How to add a custom outro in D5?
      • How to adjust the weather in D5?
      • Other common issues
    • Render
      • What is 'Real-time Path Tracing(alpha)'?
      • What is the 'FPS Booster for Complex Geometry'?
      • Why there are white grids when outputting specific resolution images, but the preview is normal?
      • Where can I activate Frame Generation? Why can't I find the option for Frame Generation?
      • Why does the scene made with 2.6 or previous versions look different in version 2.7?
      • Why are plant shadows discontinuous in specific resolutions' outputs while preview is normal?
      • How to render a scene?
      • How to render a video clip?
      • What is D5 SR?
      • Why is the dark side of the video darker compared to the output single frame?
      • Why is there noticeable noise in the output still frames?
      • How to render channel maps? Which channel maps are supported?
      • How to turn off D5 after the render is finished?
      • Why are there stripes in the rendered output video?
    • Lights
      • Why is there a distinct boundary between light and dark in the scene after using rect/strip lights?
      • What types of light sources are offered by D5?
      • How to edit multiple lights at once?
      • How to make a light invisible in the reflection?
      • Why does the effect of lights change when the camera moves?
      • What are the meanings of each parameter in the light panel?
      • Other FAQs
    • Assets
      • How to Use Lowpoly Assets?
      • How to Use Volumetric Lighting Assets?
      • Why are the assets not displayed in the assets library?
      • What's in the D5 online assets library?
      • How to add materials to local?
      • How to add models to local?
      • Which folder are assets saved in? How to move them to another path?
      • How to manage resources in Local Library?
      • FAQs
    • Studio
      • What is Studio Cloud Space?
    • AI
      • Account Access to AI features
      • How to use AI Post-Processing?
      • How to use AI Atmosphere Match?
      • How to use AI Ultra HD Texture?
      • How to use AI Make Seamless?
      • How to use AI Material Match?
      • How to use AI-generated Texture Maps?
    • Resource Management
      • Why does the operation lag when previewing?
      • How to clean up a D5 project occupying too much space?
      • What is a drs file?
      • Where is the Auto Save feature? How do the backup files work?
      • How to move D5 project files to another computer?
      • What is the Scene List?
      • Why the scene parameters are not saved after switching shots?
      • What is the object list? How to manage the resources in a scene?
      • What is the difference between locking and unlocking models in the object list?
      • How to only select lights/models/plants/paths/etc. in a scene?
      • What are layers? How to manage resources through layers?
      • How to switch the layer on which an object is located?
      • What is the imported list?
      • How to quickly delete imported models and auto-saved backup files for the current project?
    • Effect
      • How to save and reuse environment and post-effect presets?
      • How is Z Depth used in Style?
      • How to use lut?
      • Why does custom lut not work?
      • How is AO used in Style? What effects can be achieved?
      • How to use Outline mode in Style? What effects can be achieved?
      • What effects can each of the parameters in post-processing achieve?
      • Why does adjusting the parameters of the Effect panel not have any effect?
    • Preference
      • Save Compressed Project
      • Use with High Resolution Screen
      • How to set up the web proxy?
      • What's the difference between different video encoding formats? How to use QSV encoding?
      • Why models with smaller sizes in the distance not shown when previewing or exporting?
      • How to turn on the Action Tips panel?
      • How to view and change the default shortcuts?
      • How to change the default language?
    • Widget
      • How to use the D5 SR Image Rendering (beta) Widget ?
      • How to use the Section Tools Widget?
      • How to use Advanced Camera Tool (beta) Widget?
      • Hot to use Frame Rate Widget?
      • How to use Advanced Image Rendering Widget?
      • How to use Advanced Video Rendering Widget?
      • How to use VR (beta) Widget?
      • How to use Stage Light Widget?
      • How to use Projector Widget?
      • How to use Color Grading Widget?
      • How to use Merge Project beta Widget?
    • Hardware
      • What graphic cards does D5 support? And what's the difference?
      • How to do if the device fails D5 Render's test?
      • System Requirements for D5 Render
      • How to use Support Tool?
      • How to check memory usage, graphics memory usage, and graphics card driver version?
      • Does the CPU have a big impact on D5?
      • What is the hardware test tool (Benchmark)?
      • What is Hardware testing?
      • What do the parameters in the Statistics represent?
      • Why is D5 not working properly when remote?
      • Why need to wait a long time to open a D5 scene?
      • How to choose the right computer power for Graphic Cards?
      • How to view and upgrade graphics card driver?
      • How to view and optimize memory usage?
      • How to view and optimize graphics card usage?
      • Why are close textures clearer but distant textures blurry in modeling software/D5?
      • How to Use the 3Dconnexion® SpaceMouse in D5 Render?
    • Common Pop-Up Windows
      • Why prompts "Insufficient permissions. Please retry the operation with administrator permissions''?
      • Why prompt 'The program cannot be launched because of DLL errors...' or 'Program Startup Failed'?
      • Why prompt 'Lights cannot exceed 4096'?
      • Why prompt 'The number of caustic lights cannot exceed 64'?
      • Why prompt 'The material of model cannot be reused'?
      • Why prompt 'The number of devices exceeds the login limit'?
      • Why prompt 'Self-illumination in the scene has reached its limit'?
      • Why prompt 'The number of Vegetation in the scene has reached its limit'?
      • When first run D5, why prompt 'Cannot continue executing code because Qt5Core.dll was not found.'
      • How to do when a low TDR is detected?
      • Why prompt 'The application could not start normally (0xc000007b)'?
      • Why prompt 'DX12 is not supported on your system. '?
      • Why prompt 'Save Failed' when saving a file?
    • Model
      • Import
      • Edit
      • Action
    • Animation Path
      • Draw Path
      • Character Path
      • Vehicle Path
    • Vegetation Tool
      • Brush and Scatter
      • Eraser and Clean
      • Vegetation Path
  • 💸D5 Account & Purchase
    • How to get technical support?
    • Education Version FAQs
    • How to get an invoice?
    • How to register and login D5 account?
  • 🧩Instruction for D5 for Teams
    • Product Instructions for D5 for Teams
    • How to create and manage Team accounts
      • Apply for and set up a Teams account
      • Invite Team Members
      • Manage Team Members
      • Edit Account Attributes
      • Edit Team Information
      • Customize Invoice Field
      • Team Brand Watermarks
      • Team Group Management
    • How to deploy team library and manage team assets
      • Team Library Deployment
      • Cloud Asset Management
      • How to set up Windows shared drive?
      • How to create a NAS shared folder?
    • How to use D5 Studio?
      • What is D5 Studio?
      • How to open D5 Studio
      • What's in D5 Studio
      • Share Presets with Team
      • Copy Studio data from Individual identity to Team identity
      • D5 Curated - Community Assets
    • How to use Multi-editing?
      • Preparation
      • Convert projects to Worksets
      • Edit and Manage Worksets
      • Layer visible to this workset only
      • Convert a multi-editor workset to a normal project
      • Abnormal work status
    • How to use comments
      • How to add comments
      • How to add comments to a project that is currently in use?
    • How to create virtual tours
      • How to use the Virtual Tour feature
      • How to use the D5 Showreel platform?
    • Data analysis
      • How to use Team data analysis?
    • Application Integration
      • D5 Account Supports Integrated Dropbox Account
      • Onedrive Integration
      • Sharepoint Integration
      • ACC Integration
      • Cesium Integration
    • Single Sign-On (SSO)
      • SSO Handbook
  • 🖥️Instruction for D5 Lab Version (LAB)
    • D5 Lab Version (LAB) Installation Guide
  • 🗝️Account
    • Download and Installation
      • How to install D5 Render?
      • How to install plugins?
    • Registration and Login
    • Version Comparison
  • 🧩Learn More
    • Shortcuts
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On this page
  • Parameter Panel
  • Basic tools
  • Material Template
  • Invisible in raytracing
  • UV
  • Map
  • Base Color/Base Color Map
  • Normal
  • Specular
  • Roughness
  • Metallic
  • AO
  • Emissive

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  1. User Guide

Material

PreviousCommon issues | D5 Sync for VectorworksNextHow to achieve caustics effect

Last updated 10 months ago

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Parameter Panel

Click the locked model surface in the scene, or use the "Material Picker" tool (shortcut key: I) to sample the model surface, you can select the material, at this time, in the right panel, the corresponding inspector will appear.

The Material inspector contains the Basic tools, the Material Template drop-down menu, the Invisible in raytracing option, the mapping roll-out, and the UV roll-out.

Basic tools

There are three basic tool buttons:

  • Duplicate: Duplicate the currently selected material parameters, you can assign this same material to other surfaces.

  • Add to local: Add the currently selected material to your local library. You can find the saved materials in Assets>Local>Material drop down.

  • Reset: Restores the material parameters to their initial state (when the project file was just opened or when the material was assigned to the model surface).

Material Template

D5 Render currently has 10 material templates, click on the drop down menu to see the full list:

This article explains "custom" template. There will be 9 other documents in this section to explain other templates.

Invisible in raytracing

The "Invisible in raytracing" option controls whether or not the material participates in lighting (diffuse light, to be exact) calculations. When this option is checked, the material will be visible in camera and other material reflections, but will no longer cast shadows and bounce light.

If the material has "Emissive" turned on, the emissive light will disappear when "Invisible in raytracing" is checked. The Emissive effect is only visible in the camera and material reflections.

UV

This is the global UV control parameter, so it will be explained first. These parameters are involved in each mapping channel in the following section.

  • Stretch: stretch the texture map along the UV direction. The larger the value, the more the texture repeats per unit area, which appears to be the effect of "shrinking" the texture. The texture aspect ratio is locked by default, you can unlock it and stretch it separately in a certain direction.

  • Offset: offset the texture map along the UV axis.

  • Rotate: Rotate the texture on the plane, the value range is 0-360°.

  • Triplanar: When this option is turned on, for complex objects with chaotic UV coordinates, a continuous and uniform texture mapping is obtained.

  • Blend Amount: Let the texture seams created by Triplanar blend together.

Map

Base Color/Base Color Map

The Base Color parameter controls the color properties of the material itself.

When the material is metal (Metallic = 1), it is the reflection color of metal.

When the material is non-metal (Metallic = 0), it is the Diffuse Color of the non-metal.

The base color palette can only define a single color for the material, if you want more complex variations, you have to use a texture to control the color of the material, click on the "Base color texture" tab, then click on the texture slot to load the texture file:

If you are using PBR textures, maps with keywords such as "Color", "Base Color", "Albedo", "Diffuse", etc. in the filename are the base color of the material, usually linked to the "Base Color Map" slot.

In D5 Render, when there is a map in the "Base Color Map" slot, the color in the "Base Color" palette will blend with the map color, and the color blend mode is Multiply.

If you want to use the original color of the "base color map", make sure that the "base color" palette is pure white.

Click the "Detailed Parameters" button on the right side of "Base Color Map" to expand the base color map editing panel.

Basic color map detailed parameters

  • Inverted: Invert the color of the map. The hue will become a complementary color. Brightness will be reversed

  • Contrast: Increase or decrease the contrast of the image. Decreasing the contrast will make the image tend to be gray.

  • Hue: Pans the hue of the map on the hue ring, the control range is -180°~+180°, the adjustment range covers the whole hue ring.

  • Saturation: Adjust the saturation of the base color map. When the parameter is pulled to the lowest level, the map will become "black and white", and when the parameter is pulled to the highest level, the map will be very "vivid".

  • Brightness: Adjust the brightness of the base color mapping, pull the parameter to the lowest, the mapping will become black, pull the parameter to the highest, the mapping will become white.

  • Individual UV: When this option is turned down, this texture has a separate UV. You can stretch, offset, and rotate it individually, or you can use Triplanar mapping. This function is suitable for cases where you want to adjust a texture channel individually. For example, when you want to pan the base color map while keeping the normal bump unchanged.

Normal

Use normal mapping to make the material surface bumpy without additional modeling work. Normal maps usually look like this:

If you are using PBR textures, the "blue-purple" image with "Normal" in the file name is the normal map and should be linked to the "Normal" map slot.

Auto-Generated Normal map: In D5 Render, even if the user does not have a normal map, D5 automatically generates the normal information based on the base color map to make the material appear bumpy. As shown below, the normal slot is empty and D5 automatically generates the normal information based on the base color map, so you can adjust the strength of the bump effect through the controls. (For demonstration purposes, the base color mapping was temporarily adjusted to gray.)

Normal Intensity

Adjust the normal intensity control to enhance or diminish the normal bump effect, or even pull left to enter a negative value to flip the bump effect.

Normal map detailed parameters

When there is a map in the Normal map slot, click the "Detailed parameters" button to expand the Normal map editing parameters panel.

  • Inverted: flip the direction of the normal.

  • Individual UV: This parameter serves the same purpose as the base color map detailed parameter.

  • Triplanar UV: This parameter serves the same purpose as the detailed parameters of the base color map. Note that if the base color map has Individual UV and Triplanar UV turned on, the normal map also needs to have these turned on and the same parameters entered to match the base color map. Of course, if you want the normal mapping to be aligned with the base color mapping from the start, the correct workflow is: Do not turn on individual UV for each channel, use the Triplanar in the global UV control of the material.

Specular

This parameter controls the Reflectance of non-metal materials. It is a parameter designed to make it easier for artists to adjust the reflection of the material.

When Metallic=1, the Specular parameter has no effect on the material.

When Metallic=0, the Specular parameter affects the Reflectance of the material.

Due to the Fresnel Effect, when the light hits the surface of the material perpendicularly, the reflected light is the least. This is referred to as F0(Fresnel Reflectance at 0 Degrees). This means that when the camera or observer looks at the surface of the material perpendicularly, they will see the weakest reflectance.

When "Specular" =0, the material F0 is also 0%. The material has no specular reflection, only diffuse.

When "Specular" =1, the material F0 is also 8%. This is the highest reflectance of non-metal materials, usually gemstones, jade will reach this value.

Specular value 0-1 corresponds to F0 0%-8% linearly. For example, Specular=0.5 means that the F0 reflectance value is 4%.

Most of the non-metal material F0 between 2% to 5%, which translates into a Specular value of 0.25 to 0.625. In other words, when making non-metal materials, the minimum Specular should not be lower than 0.25. Water Specular parameter is 0.25, most of non-metal materials (glass, plastic, etc.) Specular value is about 0.5, gemstones, jade Specular parameter can be set to Specular=1.

Roughness

This parameter describes the microscopic roughness of the material surface, which macroscopically affects whether the reflection is blurred or not.

low roughness means that the surface is flat, the reflection effect of the material will be closer to a mirror. The overall material will have a clear reflection.

When the roughness increases, the material surface will become irregular, the reflected direction will vary randomly. The overall material will have a blurred reflection.

"Roughness" is the opposite of "glossiness". Theoretically, if you invert a "glossiness map", you will get a corresponding "roughness map".

Roughness map

Many material surfaces are complex and we cannot define the entire surface with just a single roughness value. For example, a floor tile covered with dirt. The surface of the floor tile is smoother and has a lower roughness, while the roughness values of dust, dirt and brick joints will be higher.

Roughness map values range from 0 to 1, corresponding to a pixel change from black to white. A black pixels means that the roughness value = 0 and the material is very smooth, while the closer the pixel color is to white, the rougher the surface is.

As a result, a typical roughness map looks as follows: Macroscopically, "the smoother the surface, the darker it is, while the dirty marks are all bright".

Roughness map detailed parameters

When there is a map in the roughness map slot, click the "Detailed Parameters" button to expand the roughness map editing panel.

The use of Inverted, Individual UV and Triplanar UV parameters is identical to that of the base color map editing panel, and will not be repeated here.

Metallic

This is the most representative parameter of the PBR(metallic/roughness) workflow used by D5.

The role of Metallic is very straightforward: it defines whether the material is metal or not.

Metallic=0, material is non-metal, metallic map is black.

Metallic=1, material is metal, metallic map is white.

In practice, we first determine whether the material we want is metal or not, and pick one between the values of 0 or 1. For example, when the base color is yellow, metallic=1, the material looks like gold; metallic=0, the material looks like yellow plastic.

When editing the material, first determine whether the material is metal or not. If the material is metal, the metallic value is set to 1. If the material is non-metal, the metallic value is set to 0.

What is the purpose of the metallic values between 0 and 1?

Since the majority of materials are either metal or non-metal, why the metallic control is a continuous slider from 0 to 1? Why not design it as a switch? This is a question that many users will have. It is also a topic that is well worth explaining.

The metallic value of a pure metal material should indeed be 1. However, if the metal is covered by rust and dust, in this area, it is essentially a mixture of metal and non-metal, then its macro-metallic value will be less than 1, or even close to 0. Metals covered with dust or oil, or oxidized and rusted metals are generally treated as non-metal. The metallic value of the rust will be set to 0, or a value very close to 0.

Some semiconductor materials, such as silicon and germanium, also have metallic value between 0 and 1.

In addition, in our practice, we make not only pure metal materials, but also blended materials in more cases. For example, partially rusted metal. In this case, we need to use a metallic map to define which areas are metal and which areas are dust and rust, and this is where the metallic value between 0 and 1 is very useful.

AO

Ambient Occlusion channel, many pre-made PBR material package will come with AO channel map. This map will be multiplied with the base color map to enhance the shadow in the corners and seams, enhance the details of the material.

AO Multiplier: Controls how the AO map will affect the base color map. The value range is 0-1. The AO effect is strongest when the value is 1. When the number is 0, the AO map has no effect on the material.

Emissive

Turning on the Emissive switch will cause the material to glow.

  • Intensity: Pull the slider to control the luminous intensity. It is also possible to define the intensity using map.

  • Emissive color: The specific light-emitting color can be any RGB color, or a specified color temperature.

  • Cast Shadow: Controls whether or not the Emissive material participates in lighting (diffuse light, to be exact) calculations. When this option is checked, the material will be visible in camera and other material reflections, but will no longer cast shadows and bounce light.

📝
AO map of a ground material