User Manual

Table Of Contents
Color Detail
The Color Detail slider modulates light passing through the surface by the diffuse color +
texture colors. Use this to throw a shadow that contains color details of the texture applied to
the object. Increasing the slider from 0 to 1 brings in more diffuse color + texture color into the
shadow. Note that the Alpha and opacity of the object are ignored when transmitting color,
allowing an object with a solid Alpha to still transmit its color to the shadow.
Saturation
The Saturation slider controls the saturation of the color component transmitted to the shadow.
Setting this to 0.0 results in monochrome shadows.
Receives Lighting/Shadows
These checkboxes control whether the material is affected by lighting and shadows in the
scene. If turned off, the object is always fully lit and/or unshadowed.
Two-Sided Lighting
This effectively makes the surface two sided by adding a second set of normals facing the
opposite direction on the backside of the surface. This is normally off to increase rendering
speed, but it can be turned on for 2D surfaces or for objects that are not fully enclosed, to allow
the reverse or interior surfaces to be visible as well.
Normally, in a 3D application, only the front face of a surface is visible and the back face is
culled, so that if a camera were to revolve around a plane in a 3D application, when it reached
the backside, the plane would become invisible. Making a plane two sided in a 3D application is
equivalent to adding another plane on top of the first but rotated by 180 degrees so the normals
are facing the opposite direction on the backside. Thus, when you revolve around the back, you
see the second image plane, which has its normals facing the opposite way.
Fusion does exactly the same thing as 3D applications when you make a surface two sided.
The confusion about what two-sided lighting does arises because Fusion does not cull back-
facing polygons by default. If you revolve around a one-sided plane in Fusion you still see it
from the backside (but you are seeing the frontside duplicated through to the backside as if it
were transparent). Making the plane two sided effectively adds a second set of normals to the
backside of the plane.
NOTE: This can become rather confusing once you make the surface transparent, as
the same rules still apply and produce a result that is counterintuitive. If you view from
the frontside a transparent two-sided surface illuminated from the backside, it
looks unlit.
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 in the following “The Common Controls” section.
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