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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.

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