Shading Models
- Control how the material reflects incoming light / how input data creates final look.
- Unlit: only Emissive (+WPO, PDO); does not cast light unless Lumen or Lightmass "Use Emissive for Static Lighting".
- Default Lit: default; direct & indirect lighting + specular; inputs Base Color, Metallic, Specular, Roughness, Emissive, Normal, WPO, AO, PDO.
- Subsurface: subsurface scattering; Subsurface Color input. Preintegrated Skin: cheaper, less accurate skin. Subsurface Profile: highest-quality skin.
- Clear Coat: thin translucent film over a standard material (car paint, soda cans); Dual-Normal option.
- Two Sided Foliage: light transmission through thin surfaces (leaves). Hair: multiple specular highlights; Tangent, Scatter, Backlit. Cloth: fuzz layer (Fuzz Color, Cloth). Eye: highly technical; recommend using Digital Humans eye material as-is.
- Single Layer Water: transparent water while using Opaque blend mode (cheaper than translucent). Thin Translucent: physically based tinted glass in a single pass.
- From Material Expression: per-pixel combination of multiple shading models via Shading Model node.