Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Surfaces

Geometry

PrimitiveMeshImage PlaneExtrude3D GraphReflectorKinect MeshMergeNullCopy GeometryRealizeSwitch (Surface)

Materials

MaterialGlass MaterialBlend MaterialsMapping

Deformers

Transform DeformerNoise DisplaceTexture DisplaceCurl NoiseTurbulence3D PlasmaTwistBendTaperShearWave / RippleRipple (Expanding)SineOcean WaveInflateSpherifyBulgeFlatten (Plain)PushQuantizeDistortion / GlitchBevelMirrorSliceCullColor RampParticle DeformerAudio (FFT)InfectionIsland ClonerCloth Deformer

Physics

Force Affector

Topology

SubdivideSmoothDecimateRemeshBooleanClose HolesExtrude FacesSeparate FacesWireframeFlip Polygons

Lighting

LightSpotlightDirectional LightArea LightEnvironment

Camera

CameraMulticamUV Camera
3D PreviewperformMODE
3D & SimulationSurface Operators

Material

PBR shading for everything downstream, with texture map slots, emissive GI, rim light, and an edge-blend measure.

The Material node shades the geometry that flows through it, or the mesh whose Material port it is wired into.

Material

  • Diffuse Color, Metalness, Roughness, Specular, Emissive
  • Map inputs for colour, roughness, metallic, normal, AO, emissive, specular, bump, and alpha
  • Rim Light and Edge Blend extras
  • Found in the node graph under Surfaces → Materials
Example patch — drag onto the app to load

The image on the right is the example patch itself. Drag and drop it onto the app, or load it with File → Load, to open the full graph. An orange material on a sphere.

Inputs and outputs

Material node

PortTypePurpose
SurfaceSurfaceGeometry flowing through.
Diffuse ColorTextureColour map.
RoughnessTexture
MetallicTexture
NormalTexture
AOTexture
EmissiveTexture
SpecularTexture
Bump (Height)TextureComposed over the Normal map.
MappingSurfaceA Mapping node.
Edge MaterialSurfaceA material for the Edge Blend region.
Alpha MaskTexture
SurfaceSurfaceShaded geometry.

Parameters

Material parameters
  • Diffuse Color (default #b8b8b8), Vertex Color (default off), Metalness (default 0.1), Roughness (default 0.6), Specular (default 0.5), Specular Color.
  • Emissive, Emissive Intensity (0–8), Emissive From Diffuse Color, Illuminate Scene (GI) (default 1), GI Reach (default 5).
  • Normal Strength, Bump Strength, AO Strength.
  • Opacity (default 1), Alpha Mask Mode (Cutout or Soft), Alpha Cutoff, Sides (Double, Front, Back), Wireframe, Flat Shading.
  • Diffuse Lighting and Specular Lighting weights (default 1).
  • Rim Light with Rim Color and Rim Intensity.
  • Edge Blend with Edge Amount, Edge Find (Both, Creases, Ridges), Edge Radius, Edge Range Start / End, Edge Bias, Edge Smoothing, Edge Contrast, Edge Pivot, Edge Gain — blends to the Edge Material along creases or ridges.

Every slider has a per-parameter animation bar, so it can be animated, audio driven, or MIDI mapped.

Examples

Worn edges — Edge Blend on with a bright Edge Material, Edge Find Ridges.

Troubleshooting

The material has no effect on a loaded model — rigged and animated models keep their own materials.

Related

Glass Material

Transmission and refraction.

Mapping

How maps project.

Blend Materials

Two materials by mask.

Switch (Surface)

Passes one of several wired surface chains through, chosen by an Index you can animate or map.

Glass Material

Physically based transmission with refraction, dispersion, absorption, and clearcoat.

On this page

Inputs and outputsParametersExamplesTroubleshootingRelated