User Manual

Table Of Contents
Material ID
This slider sets the numeric identifier assigned to this material. This value is rendered into the
MatID auxiliary channel if the corresponding option is enabled in the renderer.
Common Controls
Settings Tab
The Settings tab in the Inspector is duplicated in other 3D nodes. These common controls are
described in detail at the end of this chapter in “The Common Controls” section.
Channel Boolean [3BOL]
The ChannelBoolean node
Channel Boolean Node Introduction
The Channel Boolean (not to be confused with the 2D Channel Booleans) can be used to remap
and modify channels of 3D materials using mathematical operations. For example, if you want to
use the red channel of a material to control a scalar input of an illumination model that uses the
Alpha channel (e.g., Blinn. SpecularExponent), you can remap the channels here. Furthermore, it
allows the use of geometry-specific information like texture space coordinates and normals.
Inputs
There are two inputs on the Channel Boolean Node: one for the foreground material, and one
for the background material. Both inputs accept either a 2D image or a 3D material like Blinn,
Cook-Torrence, or Phong node.
BackgroundMaterial: The orange background material input accepts a 2D image or
a 3D material.
ForegroundMaterial: The green foreground input also accepts a 2D image or a 3D
material.
Basic Node Setup
There are many uses for the material 3D Channel Boolean. Most often it is used to combine
material looks or manipulate UV texture coordinates
In the below example, the Channel Boolean node combines the Cook Torrance and Blinn
materials. It uses the math operands in the Channel Boolean to switch, invert, and mix the two
inputs, creating a neon flickering effect.
Chapter –82 3D Material Nodes 1771