
![]() |
Default: This is a default material and uses no specularity and is good to use when you havn't started your texturing. |
![]() |
Zink: Zink is a yellow/orange material that uses specularity and ray-mirroring. |
![]() |
Plastic: This material uses smooth specularity, almost diffuse, to get a plastic feeling. Easy to tweek. |
![]() |
Leather: Leather is a dark material with light specularity and a small bumpmap to get the right style. |
![]() |
Mystic Ice: This is a material that looks like a surface shifting between ice, snow and gravel. The ice got emitter settings. |
![]() |
Shiny: This material uses a radial blend to get the surface to look shiny without any real reflections. Fast rendered and easy to use. |
![]() |
Chrome: The chrome material is highly reflective with ray-mirror, but not fully mirroring. Needs none or just little tweeking. |
![]() |
Lavastone: This is a stonematerial with some lava-flows around it. Hard to tweek to real look, but works fine in more cartoony scenes. |
![]() |
Stone: Plain stone. Low rendering time, easy to tweek and gives a pritty realistic result. |
![]() |
Jeans: This is a material that dhould look like the fabric, jeans. It's the hardest to tweek, but also one of the most detailed. UV-mapped model is required. |
![]() |
Steel: This steel material looks is easy to use and convincing at smaller parts without much tweeking. |
![]() |
Phong: Just like the chromematerial but with this material the reflection fades away deppending on how far away the reflected object is. |
![]() |
Glass: Plain glassmaterial. Reflective and transparent with a IOR of 1.5 |
![]() |
Wood: Plain woodmaterial. Light brown wood. Fairly hard to tweek. |
![]() |
Crystal: Looks like perl. Uses both the settings from chrome and phong material. |
About: All the materials are built with only the settings avaible in Blender and doesn't need any textures. Most of the materials needs a bit of tweeking but some of them works "out of the box".
Download: |
Copyright Markus Kothe 2006