Material settings and presets
Every object except an emitter carries its own material, and the MATERIAL BROWSER holds its settings and the presets. Press M to open the browser, or click BROWSE at the end of the MATERIALS strip, the MATERIAL row of the INSPECTOR or EDIT MATERIAL in an object's right-click menu. Presets take up the left side of the panel, and the settings sit on the right under a preview. Apply and edit materials has the steps for applying and changing a material.
A change in the browser reaches every selected object as soon as it is made, and the object's material is saved in the scene file. A click or a slider drag is one step for ⌘Z. While one of your own preset cards is selected, each change also rewrites that preset's file, as described in Save your own presets. The defaults in the tables are the settings of a new object's material, which match the Chrome preset. A terrain starts with Landscape and water with Water, and applying a preset replaces all of these settings.
A setting that has no effect under the current material stays in its place but is dimmed. Some dimmed settings show a short line under them saying what brings them into play. A few are hidden instead, and the tables say which.
The MATERIAL row in the INSPECTOR
The INSPECTOR shows the MATERIAL row below TRANSFORM while one object is selected. It is absent for an emitter, which has no surface, and with two or more objects selected.
| Label | Effect |
|---|---|
| Thumbnail | A small render of the material on a sphere. It follows COLOR, SPECULAR, ROUGHNESS, REFLECTION, EMISSION and TRANSPARENCY only. The preview in the browser shows the other settings. |
| Preset name | The preset last applied. After a built-in material is edited, the row names any preset whose COLOR is almost the same, and reads Custom when none is. |
| CLICK TO OPEN BROWSER | The whole row opens the MATERIAL BROWSER. With Custom showing, it reads CUSTOM · CLICK TO OPEN BROWSER. |
The preset list
The left side of the browser lists the 71 built-in presets under ten headings, then your own presets under USER PRESETS. Opening the browser, or changing the selection while it is open, loads the selected object's material into the settings. With nothing selected, a strip reads NO OBJECT SELECTED · SELECT ONE TO APPLY, and clicks and changes reach no object.
| Label | Effect | Availability |
|---|---|---|
| SEARCH PRESETS | Shows only the presets whose names contain the typed text, in any case. A heading with no match is hidden. Inside a folder the field reads SEARCH IN and the folder's name. | Always |
| + FOLDER | Adds a folder for your presets. | Dimmed inside a folder, since folders hold no folders |
| ROOT | Inside a folder, a strip above the list reads ROOT and the folder's name. Clicking ROOT goes back to the full list. | Inside a folder |
| METALS, GLASS, WATER, STONE, TERRAIN, ORGANIC, PLANET, Y2K, FLAT, WEIRD | Headings over the built-in presets, each with the number of presets under it. The presets are listed in Built-in presets. | Hidden inside a folder |
| ROLL | Makes a random material from the settings the presets under that heading use and applies it. Each click replaces the last roll on the object without asking. Saving a roll as a preset keeps it for other objects. | Beside each heading |
| Preset card | A click applies the preset and loads it into the settings, and the card takes a colored border. A double click applies it and closes the panel. Right-clicking a built-in card offers APPLY, which applies and closes. | Always |
| USER PRESETS | Your presets and folders, with + NEW PRESET, which saves the current settings as a new preset in the folder in view. Inside a folder the heading shows the folder's name. Folders and files are covered in Save your own presets. | + NEW PRESET is hidden while searching, except in a folder where nothing matches |
Clicking a preset card while a roll is still unsaved asks Replace the rolled material? first. DISCARD ROLL applies the card and CANCEL keeps the roll.
The preview
The top of the settings shows the material on a sphere in a fixed studio scene, with warm and cool lights and a reflective floor, and stays in view while the settings below it scroll. It renders again a moment after each change. The preview and the card thumbnails use Orbit's starting render settings whatever look is chosen, so they do not show the effect of GLIDE '99 or RAY '95.
While a preset card is selected, its name appears under the preview. For one of your own presets the name is a field, limited to 20 characters, where the preset can be renamed.
Color source
| Label | Values and default | Effect |
|---|---|---|
| SOLID, IMAGE, NOISE, PLANET, CELLULAR | SOLID | Where the surface color comes from. SOLID uses COLOR alone. IMAGE blends a picture over it, NOISE a cloudy pattern and CELLULAR a pattern of cells. PLANET replaces COLOR with bands of color from pole to pole. The settings for each source appear under Diffuse map. |
The first time a material switches to IMAGE, with no picture yet in either image slot, PROJECTION changes to TRIPLANAR and SPACE to OBJECT. A material that already has a picture keeps its placement.
Material
| Label | Values and default | Effect | Availability |
|---|---|---|---|
| COLOR | Color, pale blue gray (#E0E8F0) | The color of the surface. Under IMAGE, NOISE and CELLULAR it is blended with the picture or pattern as BLEND sets. | Dimmed under PLANET, with Unused; planet uses band colors under it |
| SPECULAR | 0 to 2, 1.8. Swatch, white. | Brightness of the highlights. The swatch tints them, and a reset icon beside the slider returns it to white. | Always |
| ROUGHNESS | 0 to 1, 0.003 | Size and softness of the highlights. Low values give small, sharp highlights. With GLOSSY RAYS above 1 in RENDER SETTINGS, higher values also blur reflections and what shows through a transparent surface. | Always |
| REFLECTION | 0 to 1, 0.90. Swatch, white. | How much of the scene the surface mirrors. The swatch tints the mirrored scene, and a reset icon returns it to white. | The swatch is hidden at 0 and on water. On a water object the label reads FRESNEL F0, how much the water mirrors when seen from straight above. |
| AMBIENT | 0 to 1, 0.06 | Light that reaches the surface from no particular direction, which shows most on the side away from the lights. Renders treat values below 0.05 as 0.05. | Always |
| DIFFUSE | 0 to 1, 0.08 | How strongly the surface color, and any picture or pattern on it, shows where light falls. | Always |
| EMISSION | 0 to 2, 0 | Adds a glow in the surface's own color, with or without lights. | Always |
The chrome material of a new object has REFLECTION at 0.90 and DIFFUSE at 0.08, so a new COLOR or picture shows only faintly until REFLECTION goes down or DIFFUSE goes up.
Anisotropy
| Label | Values and default | Effect | Availability |
|---|---|---|---|
| STRENGTH | 0 to 1, 0 | Stretches the highlight into a streak, as on brushed metal. At 0 the highlight is round. | Always |
| ANGLE | 0° to 180°, 0° | Turns the direction of the streak across the surface. | Dimmed while STRENGTH is 0, with Set STRENGTH above 0 to enable under it |
Transparency
| Label | Values and default | Effect | Availability |
|---|---|---|---|
| TRANSPARENCY | 0 to 1, 0 | How much light passes straight through the surface. Light is not bent, so what shows through stays in its true place. In the viewport, even a fully transparent object keeps a fifth of its opacity, so that it can still be found and clicked. | Always |
| FRESNEL EDGES | On or off, on | Makes the surface more solid toward its outline, where it is seen at a glancing angle. | Dimmed while TRANSPARENCY is 0 |
In renders, light passing through a surface counts against REFL DEPTH in RENDER SETTINGS, and a closed object such as a ball needs 2, one for each side. Glass renders solid explains the limit. Only water bends light, through the settings described in Refraction, depth color and foam.
Texture placement
These settings come first in the TEXTURE section. They place a picture on the object and appear only while COLOR SOURCE or BUMP SOURCE is IMAGE, even before a file is chosen. Both image slots share them. Patterns from NOISE and CELLULAR ignore them, because Orbit works those out from each point's position in the scene. PLANET ignores them too and works out its bands from the direction each point faces. Put an image on an object covers choosing and fitting a picture.
With nothing selected, an amber line at the top of the section reads NO OBJECT SELECTED · EDITS APPLY TO NOTHING, or NO OBJECT SELECTED · EDITING THE PRESET ONLY while one of your preset cards is selected.
| Label | Values and default | Effect | Availability |
|---|---|---|---|
| PROJECTION | SPHERICAL, CUBIC, TRIPLANAR, PLANAR Y, PLANAR X, PLANAR Z, CYLINDRICAL, in two rows. SPHERICAL. | How the picture wraps the object. Choose a projection compares them. | With an image source |
| SCALE X, SCALE Y | 0.1 to 10, 1.0 | How often the picture repeats across and down. Higher values make it smaller, and the copies tile with no gaps. | With an image source |
| OFFSET X, OFFSET Y | −1 to 1, 0 | Slides the picture across and down. | With an image source |
| ROTATION | −180 to 180 degrees, 0 | Turns the picture before it is scaled and offset. | With an image source |
| SPACE | WORLD or OBJECT, WORLD | WORLD fixes the picture in the scene, so a moving object slides through it. OBJECT makes it move with the object. Copies in an array follow the frame of the original object. | With an image source |
| FIT TO OBJECT | Button | Sets PROJECTION, SCALE, OFFSET and SPACE so that one copy of the picture spans the selected object, and sets ROTATION to 0. What FIT TO OBJECT picks describes its choices. | Dimmed with nothing selected. It does nothing on water, which has no mesh to measure. |
Diffuse map
Below the placement settings, DIFFUSE MAP names the current COLOR SOURCE and a line under it says what that source does. SOLID has no settings here.
IMAGE
| Label | Values and default | Effect |
|---|---|---|
| Image slot | Empty, reading DROP IMAGE OR CLICK TO BROWSE | A click opens a file dialog for PNG, JPEG and TIFF files, and a file of those kinds can also be dragged onto the slot. The slot then shows a thumbnail and the file name, and the × clears it. Transparent areas of a picture are not see through on the object. |
Saving the scene or a preset stores a copy of the picture, at most 1024 pixels on its longer side. When the original file cannot be found, the slot shows EMBEDDED and the copy is used. With no stored copy, the slot shows FILE NOT FOUND · USING BASE COLOR, and a file that cannot be read as a picture gets a similar warning. The object then shows its plain COLOR. When the image file moves or goes missing has more.
NOISE and CELLULAR
| Label | Values and default | Effect | Availability |
|---|---|---|---|
| PATTERN | F1, F2−F1, F2+F1, FRACTAL, F2−F1 | The kind of cells. F1 gives rounded cells, F2−F1 a network of veins, F2+F1 padded cells and FRACTAL a hammered look. | CELLULAR only. When BUMP SOURCE is also CELLULAR, both use this one setting, and a line says so. |
| NOISE SCALE | 0.1 to 10, 1.0 | How fine the pattern is. Higher values give smaller detail. Moss and Lichen carry values above 10, and moving the slider brings them back within range. | NOISE and CELLULAR |
| OCTAVES | 1 to 8, 4 | Layers of finer detail over the pattern. | NOISE and CELLULAR |
| COLOR A, COLOR B | Colors, white and black | The two colors the pattern shades between. | NOISE and CELLULAR |
The pattern stays fixed in the scene, so a moving object slides through it. SPACE does not apply.
BLEND and OPACITY
| Label | Values and default | Effect | Availability |
|---|---|---|---|
| BLEND | REPLACE, MULTIPLY, OVERLAY, MULTIPLY | How the picture or pattern combines with COLOR. REPLACE shows it as it is, MULTIPLY tints it with COLOR and OVERLAY lightens COLOR with it. | IMAGE, NOISE and CELLULAR |
| OPACITY | 0 to 1, 1.0 | How strongly the result of BLEND covers COLOR. At 0 only COLOR shows. | IMAGE, NOISE and CELLULAR |
PLANET
PLANET BANDS & DETAIL shows and hides the planet settings. It is open each time the browser opens.
| Label | Values and default | Effect | Availability |
|---|---|---|---|
| BAND 1 to BAND n | Colors. At least three rows, or one per band the material carries. | The colors of the bands, from the south pole (BAND 1) to the north pole. A new planet material has no stored bands and draws cream to brown, while its rows show gray. Changing a row fills the empty rows before it with gray. Empty rows after it still show gray but are not drawn. | Always |
| TURBULENCE | 0 to 0.5, 0.35 | Low values give crisp bands, high values a mottled marble. | Always |
| SCALE | 0.5 to 8, 2.0 | How fine the mottling is. | Always |
| SHEAR | 0 to 4, 1.0 | Twists the bands more toward the poles. | Always |
| SAMPLER | RIDGED or HETERO, RIDGED | RIDGED breaks the bands with sharp ridges and HETERO with softer, more varied shapes. | Always |
| OCTAVES | 1 to 8, 6 | Layers of finer detail. | Always |
| RELIEF (BUMP) | On or off, off | Gives the surface raised detail that follows the pattern. It shows only from a TURBULENCE of about 0.08, at full strength from 0.32. | Always |
| STRENGTH | 0 to 1, 0.3 | Depth of the relief. | While RELIEF (BUMP) is on |
Bump source
Bump shades the surface as if it had raised and sunken detail, and the shape itself stays as it is. It is set apart from COLOR SOURCE, so a material can carry a noise bump under a picture, or a bump under a planet.
| Label | Values and default | Effect | Availability |
|---|---|---|---|
| NONE, IMAGE, NOISE, CELLULAR | NONE | Where the bump comes from. IMAGE reads the light and dark of a picture as height. | Always |
| Image slot | As for IMAGE under Diffuse map | The picture for the bump. | IMAGE |
| PATTERN | As under NOISE and CELLULAR | The same setting as the color pattern. | CELLULAR |
| NOISE SCALE | 0.1 to 10, 1.0 | How fine the bump is. Several STONE, ORGANIC and WEIRD presets carry values above 10, and moving the slider brings them back within range. The TERRAIN presets set their bump in three layers instead, and this slider has no effect on them. | NOISE and CELLULAR. Dimmed on water with SPECTRAL waves, with Enable the BUMP channel to use these under it, since the wave settings take its place. |
| OCTAVES | 1 to 8, 4 | Layers of finer bump. | As NOISE SCALE |
| STRENGTH | 0 to 1, 0.3 | Depth of the bump. | Any source but NONE |
Incidence glow
| Label | Values and default | Effect | Availability |
|---|---|---|---|
| ENABLED | On or off, off | Adds a glow that depends on the angle the surface is seen at, with or without lights. | Always |
| FACE | Color, black | The glow where the surface faces the camera. | Hidden while ENABLED is off |
| EDGE | Color, white | The glow toward the object's outline. | Hidden while ENABLED is off |
| INTENSITY | 0 to 3, 1.0 | Strength of the glow. | Hidden while ENABLED is off |
| POWER | 0.5 to 6, 2.0 | How closely the EDGE color keeps to the outline. Higher values give a thinner rim. | Hidden while ENABLED is off |
Growth zoning
| Label | Values and default | Effect | Availability |
|---|---|---|---|
| ENABLED | On or off, off | Colors a plant from its structure, with WOOD on the branches and FOLIAGE at the tips. | Dimmed unless the selected object is a plant |
| WOOD | Color, brown | The color of the trunk and branches. | While ENABLED is on. Dimmed on an object that is not a plant. |
| FOLIAGE | Color, green | The color of the tips. | As WOOD |
| DEPTH BLEND | 0 to 1, 0 | Shades branches toward FOLIAGE the farther they are from the trunk. | As WOOD |
Grow plants describes the plants these colors apply to.
The footer
| Label | Effect | Availability |
|---|---|---|
| SAVE AS PRESET | Saves the current settings as a new preset in the folder in view and selects its card. The name is Material and a number, or Rolled, the kind of material and a number after a ROLL. | Always |
| REVEAL IN FINDER | Shows the preset's .orbitmat file in Finder. | While one of your preset cards is selected |
| DELETE | Deletes the selected preset's file at once, with no confirmation. Undo does not bring it back. | While one of your preset cards is selected |
| EDITS UPDATE THIS PRESET | Says that changes also rewrite the selected preset. | While one of your preset cards is selected |
| APPLIES TO | The name of the selected object, or NO OBJECT SELECTED. With several objects selected it names the one selected last, and any change gives all of them that object's whole material. | Always |
The browser has no apply button. It closes with the X at the right of its title bar or with M.
Settings that the view or render look ignores
The dimming above depends on the material alone. Separately, the viewport's view mode and the render look in RENDER SETTINGS can hide what some settings do, although the settings stay available.
| Setting | No visible effect when | Reason |
|---|---|---|
| Pictures, NOISE, CELLULAR and PLANET colors, and any bump | SURFACE is GOURAUD, as under GLIDE '99, in the viewport and in renders | Light is worked out at the corners of each triangle from the plain COLOR. Colors by height and GROWTH ZONING colors stay. Textures and patterns disappear under GLIDE '99 gives the fix. |
| Smoothness of pictures | The look is RAY '95 | Renders read each pixel of a picture without smoothing, so it looks blocky up close. |
| ROUGHNESS below a limit | The limit is about 0.35 under GLIDE '99, 0.18 under TERRA '96 and Orbit's starting settings, 0.12 under RADIOSITY '96 and 0.04 under RAY '95 and CHROME 2000 | Each look caps how small a highlight can get. |
| ROUGHNESS as blur | GLOSSY RAYS is 1, as under every look but RADIOSITY '96 | Blurred reflections need more than one ray. |
| REFLECTION | The viewport is in Wireframe, Flat or Shaded, or REFL DEPTH is 0 in renders | Only the Material view shows reflections in the viewport, and only of the sky. The viewport, the preview and the render compares the views. |
| TRANSPARENCY | REFL DEPTH is 0 in renders | Light passing through uses the same budget as reflections. |
| AMBIENT below 0.05 | Renders | Renders raise it to 0.05. |
| Bump and planet relief | The viewport is in Flat | That view lights each triangle as one flat facet. |
| Every setting | The viewport is in Wireframe | That view draws edges only. |
Built-in presets
The browser lists the built-in presets by heading, in this order. The MATERIALS strip at the bottom of the window shows the same presets in a different order, followed by your own presets outside folders. Built-in presets cannot be renamed, moved or deleted. Clicking one and then SAVE AS PRESET gives a copy that can be.
| Heading | Presets, in browser order | What they share |
|---|---|---|
| METALS | Chrome, Shiny Chrome, Gold, Copper, Brass, Dark Metal, Brushed Metal, Mercury | Reflective, with REFLECTION from 0.45 to 0.97 and small highlights. Gold, Copper and Brass tint both their highlights and their reflections. Brushed Metal has a streaked highlight from ANISOTROPY. |
| GLASS | Crystal, Glass, Dark Glass, Frosted, Tinted Blue | Glass, Dark Glass, Frosted and Tinted Blue let light through, and Frosted is rough. Crystal is opaque and glows along its edges, as does Tinted Blue. |
| WATER | Water, Ice, Mercury Pool, Lava, Acid Pool, Murky Swamp | Liquids and ice. Water, Ice and Acid Pool let light through and Murky Swamp a little. Mercury Pool is a mirror and Lava glows. |
| STONE | Obsidian, Granite, Marble, Basalt, Sandstone, Slate, Sandstone Strata, Slate Beds, Alpine Strata | Rock with a noise bump. Obsidian has no bump and is glossy and reflective instead. The last three color the object in layered beds by height. |
| TERRAIN | Landscape, Sand Dunes, Snow Field, Grasslands, Desert Hardpan, Lava Field | Rough surfaces colored by height, with a bump in three layers. A new terrain starts with Landscape. |
| ORGANIC | Bark, Moss, Lichen, Leaf Canopy, Fungal Flesh, Coral Bone, Kelp Strand, Alien Membrane | Moss and Lichen use a CELLULAR color pattern. The last five carry GROWTH ZONING and color a plant from trunk to tips. |
| PLANET | Mars, Ice Planet, Asteroid, Volcanic Planet, Frozen Moon, Desert Planet, Venus, Gas Giant, Moon | COLOR SOURCE set to PLANET, each with its own band colors. Volcanic Planet also glows faintly. |
| Y2K | Neon Chrome, Chrome Pink, Holographic, Bubble Plastic, Liquid Metal Pearl, Iridescent Oil, Pearl Tile, Pearlescent | INCIDENCE GLOW gives their outlines a colored glow. Bubble Plastic lets some light through. |
| FLAT | Flat Red, Flat Blue, Flat Yellow, Flat Green, Flat Magenta, Flat Cyan | Plain matte colors with no reflection. |
| WEIRD | TF_RAND, Velvet Black, TV Static, Liquid Mirror Black, Sticker Pink, Carbon Fiber | Unrelated special cases. Liquid Mirror Black mirrors the scene over a black surface, Carbon Fiber has a streaked highlight, Sticker Pink glows faintly and TV Static carries a very fine bump. |
Related: Apply and edit materials, Put an image on an object, Save your own presets and Choose a render look.