Materials & Lighting
Give a shape depth and shine with bumps, roughness, metal, and a light you can aim.
A flat shape becomes a lit object when you give it a material: a small set of maps that describe its surface, plus a light to reveal them. This is how a plain ring becomes a gold frame, or a painted panel becomes worn metal.
The four maps#
A material bundles up to four maps. Only Albedo is required; the rest add realism.
| Map | What it controls | Think of it as |
|---|---|---|
| Albedo | The base color. | The paint. |
| Normal | Which way the surface tilts, pixel by pixel. | The bumps and grooves. |
| Roughness | Matte (soft, spread highlight) to glossy (tight, sharp highlight). | Chalk vs polished. |
| Metallic | Whether it reads as metal or not. | Gold vs plastic. |
Build and light a material#
Add a Material node and wire your maps in: paint or a Gradient Map into Albedo, a bump source into Normal, and so on. Roughness and Metallic have sliders that stand in until you wire a map. Set Metallic to 1 for gold or steel, leave it at 0 for anything non-metal.
| Node | What it does |
|---|---|
| Material | Bundle the maps into one material. |
| Material Blend | Blend two materials together, map by map. |
| Material Preview | A live lit preview. Shift+Alt+drag on it to aim the light. |
| Material Light | Turn the lit material back into a plain image, with sliders for Light Angle, Light Elevation, Light Strength, and Ambient. Reset puts all four back to their defaults. |
Use Material Preview to dial in the look, then wire Material Light downstream once you like it: it hands you an ordinary image you can composite, cut out, and export.
Bumps from a shape: Bevel#
The quickest way to get a rounded, light-catching surface is the Bevel node. It ramps a shape's edges up into a pillow and hands you both a height and a ready-made Normal, so you wire Bevel Normal straight into Material Normal with no Normal Map node in between.
For a clean bevel on a curved edge, feed the Bevel from a shape's distance rather than its picture: wire SDF Shape's Distance output into Bevel's Distance input. The bevel then follows the true curve, with no stair-stepping under a bright highlight.
SDF Shape --Distance--> Bevel --Normal--> MaterialSmoothing softens the pillow (leave it at 0 when you use the Distance input, which is already smooth); Normal Intensity deepens the tilt.
Cut it out and shadow it#
A lit material fills its whole frame. To make a game-ready piece, cut it to the shape and drop a shadow behind it:
- Alpha Merge takes color from one input and transparency from another. Feed the lit material into RGB and the shape's silhouette into Alpha; everything outside the shape goes clear.
- Drop Shadow reads that transparency and lays a soft, offset shadow behind it.
The result exports straight to a transparent PNG.
Where to next#
- Make a game-style avatar frame: the full recipe, start to export
- Generators: SDF Shape and the shapes you bevel
- Filters & Adjustments: Normal Map, Curvature, and the other surface tools