Materials

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Materials

Materials

The Materials panel contains two external material libraries: Custom materials and Standard materials, and an internal list of Model Materials. Your own custom materials are stored either in the Custom materials library or in the Model Materials.

When materials are assigned to objects or layers, they are added to the Model Materials.

Assign materials to objects or layers

To drag and drop materials to objects

  • Drag the material from the Standard materials, Custom materials or Model materials onto the target objects.

Note

  • If you pre-select a group, then drop a material onto the group, the material is applied to the whole group.
  • With no pre-selection, dropping a material onto an object in a group applies the material only to the selected object.

To drag and drop materials to layers

  • Drag the material from the Standard materials, Custom materials or Model materials onto a target layer in the Layer panel.
    Drag and drop works for only one layer at a time.

To assign materials from the Layers panel

  1. In the Layer panel, select a layer and click the icon in the Material column.
  2. In the dialog box, set the material properties.

Create materials

Materials can only be added to the Custom materials library or the Model Materials. The Standard materials library cannot be edited. The materials are stored in the application and will be replaced when Rhino is updated.

Custom materials library

Custom materials are stored in an external Rhino material (.rmtl) file. These materials can be used in any model.

Custom materials library context menu actions

Options

Edit library material

Make changes to the custom material.

Duplicate material

Make a copy of the custom material.

Show in Finder

Open the Finder application at the custom material (.rmtl) file.

Move to Trash

Delete the custom material.

To create a new material

To copy materials

  1. Drag materials from the Standard materials library to the Custom materials library or to the Model Materials.
  2. Drag materials from the Model Materials to the Custom materials library to store them in an external file that can be used by other models.
    Or
  3. Right-click a material in the Custom materials library or the Model Materials, and on the menu, click Duplicate material.

Model Materials

Model materials are stored in the model, not in an external file. Other models do not have access to these materials. They are added to your model when you create or copy a material in the Model Materials, or when you insert or import another model that has materials assigned to objects or layers.

Model materials library context menu actions

  • In the Model materials library, right-click a thumbnail to display a context menu.

Options

Select objects using this material

Select all objects in the model that have this material assigned.

Duplicate material

Create a copy of the material in the custom library.

Standard materials library

Standard materials library context menu actions

Options

Show material details

Displays the material properties.

To edit a material

Material properties

Material name

Names the material.

Material color

Sets the material's base (also called diffuse) color.

The color used to render surfaces, polysurfaces, or polygon meshes.

The color option does not affect the wireframe display. To change the color of the wireframe display, change the color of the object's layer or set the color in Object Properties.

To change the color

Gloss finish

Adjusts the highlight from matte to glossy and sets the color of the glossy area.

To change the glossiness

To set the gloss finish color

Transparency

Adjusts the transparency of an object in the rendered image.

To set the transparency value

To change the transparency color

IOR (Index of Refraction)

Sets the level of transparency based on the index of refraction (IOR) scale.

Example IOR values are shown in the following table:

Material IOR
Vacuum 1.0
Air 1.00029
Ice 1.309
Water 1.33
Glass 1.52 to 1.8
Emerald 1.57
Ruby/Sapphire 1.77
Diamond 2.417
Reflectivity

The Reflectivity setting sets the material's reflectivity amount and sets the reflective color.

To change the reflectivity amount

  • Move the slider to the right to increase the reflectivity.

To change the reflectivity color

  • Select the reflectivity color using the color swatch.

Textures

Textures (images or procedural textures) can be used for color, transparency, bump, and environment.

Images changed outside of Rhino in Photoshop or a similar program automatically update in the rendered view.

To specify an image

  1. Click to open the texture control.
  2. Click the texture checkbox to turn on the texture.
    Clear the checkbox to turn off the assignment.
  3. Select an image file to use.
  4. Specify the percentage of strength the image will use to affect the color, transparency, bump, or environment.

Note

Rhino supports the following file formats:

Transparency is not supported in these formats:

Transparency is supported in these formats:

Textures options

Each of the texture options: color, transparency, bump, and environment includes the components that control how the image interacts with the object.

Color

Specifies a texture to use as the material's color.

Map file

Selects the image to use for the color.

Intensity

Specifies the percentage of strength the image will use to affect the color.

Filter

When multiple points on the surface are mapped to the same point in the texture the image can be "pixelated," displaying jagged lines and stair-stepped transitions between colors in the texture. Filtering smooths those transitions. In most cases the pixelation is smoothed out but if a very small texture is mapped to a very large surface the filtering tends to make things look blurry.


Enable filtering off (left) and on (right).
Tiling
U/V

Specifies how many instances of the texture will be placed on objects in the u and v‑directions.

Offset
U/V

Specifies the u‑ and v‑distance from zero that the texture will be offset.

Rotation

Specifies the rotation angle for the color texture.

Texture Rotation=0 (left), Texture Rotation=45.

Transparency

Sets a texture to use as the material's transparency.

Map file

Selects the image to use for the transparency.

Intensity

Specifies the percentage of strength the image will use to affect the transparency.

Filter

When multiple points on the surface are mapped to the same point in the texture the image can be "pixelated," displaying jagged lines and stair-stepped transitions between colors in the texture. Filtering smooths those transitions. In most cases the pixelation is smoothed out but if a very small texture is mapped to a very large surface the filtering tends to make things look blurry.


Enable filtering off (left) and on (right).
Tiling
U/V

Specifies how many instances of the texture will be placed on objects in the u and v‑directions.

Offset
U/V

Specifies the u‑ and v‑distance from zero that the texture will be offset.

Rotation

Specifies the rotation angle for the transparency texture.

Bump

Sets a texture to use as the material's bump.

Defines the name of an image file that will be mapped on the surface as a bumpmap when you render the scene.

An image makes a surface appear bumpy in a rendered image but does not modify the shape of the surface.

Map file

Selects the image to use for the bump.

Intensity

Specifies the percentage of strength the image will use to affect the bump.

Filter

When multiple points on the surface are mapped to the same point in the texture the image can be "pixelated," displaying jagged lines and stair-stepped transitions between colors in the texture. Filtering smooths those transitions. In most cases the pixelation is smoothed out but if a very small texture is mapped to a very large surface the filtering tends to make things look blurry.


Enable filtering off (left) and on (right).
Tiling
U/V

Specifies how many instances of the texture will be placed on objects in the u and v directions.

Offset
U/V

Specifies the u and v distance from zero that the texture will be offset.

Rotation

Specifies the rotation angle for the bump texture.

Environment

Sets a texture to use as the material's environment. This will be mapped onto the surface as though it were being reflected.

The image should be an angular map or light probe projection (spherical) image. Other image projections will produce the reflection effect, but it will be distorted and not produce the realistic environment reflection.

Map file

Selects the image to use for the environment.

Intensity

Specifies the percentage of strength the image will use to affect the environment.

Filter

When multiple points on the surface are mapped to the same point in the texture the image can be "pixelated," displaying jagged lines and stair-stepped transitions between colors in the texture. Filtering smooths those transitions. In most cases the pixelation is smoothed out but if a very small texture is mapped to a very large surface the filtering tends to make things look blurry.


Enable filtering off (left) and on (right).
Tiling
U/V

Specifies how many instances of the texture will be placed on objects in the u and v‑directions.

Offset
U/V

Specifies the u‑ and v‑distance from zero that the texture will be offset.

Rotation

Specifies the rotation angle for the environment texture.

Advanced Settings

Emission color

Adds a color to the shaded result. It does not take into account the lighting, so if the emission color is white, the object will always appear white. If the emission color is gray, all parts of the object will appear brighter than they would otherwise.


Orange material emission color black (left); emission color blue (right).
Ambient color

Adds a color to the unlit part of the object. This is used rarely to brighten up shadowed areas. The results are not normally useful.

Enable diffuse lighting

If this setting is off, the object will render the diffuse color all over with no shadowing or shading. It is used for picture frames to ensure that the color of the texture remains constant over the surface.


Orange material diffuse lighting on (left); diffuse lighting off (right).

See also

Use materials and textures

Render your model scene

 

 

 

Rhino for Mac © 2010-2017 Robert McNeel & Associates. 24-Oct-2017