Blender 2.79-branch Manual
  • Getting Started
  • User Interface
  • Editors
  • Data System
  • Modeling
  • Painting & Sculpting
  • Rigging
  • Animation
  • Physics
  • Render
    • Introduction
    • Blender Render Engine
      • Introduction
      • Materials
        • Introduction
        • Material Panel
        • Assigning a Material
        • Material Properties
        • Material Nodes
        • Special Material Effects
      • Textures
      • Lighting
      • World
      • Camera
      • Render Settings
      • Render Baking
      • Post Processing
      • Optimizing Renders
    • Cycles Render Engine
    • Render Output
    • Post Processing
    • Freestyle
    • Workflows
    • OpenGL Render
    • Audio Rendering
  • Compositing
  • Game Engine
  • User Preferences
  • Advanced
  • Pipeline
  • Troubleshooting
  • Glossary
  • About this Manual
Blender 2.79-branch Manual
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  • Material Properties
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Material PropertiesΒΆ

  • Introduction
  • Preview
    • Options
    • Examples
  • Diffuse Shaders
    • Common Options
    • Technical Details
    • Lambert
    • Oren-Nayar
    • Toon
    • Minnaert
    • Fresnel
  • Specular Shaders
    • Common Options
    • Cook-Torrance
    • Phong
    • Blinn
    • Ward Isotropic
  • Color Ramps
    • Options
  • Shading
  • Transparency
    • Common Options
    • Z Buffer
    • Raytraced Transparency
    • Options
    • Examples
    • Hints
  • Mirror Reflections
    • Options
    • Examples
  • Subsurface Scattering
    • How it works
    • Enabling Subsurface Scattering
    • Options
    • Developing your own SSS material
    • A more intuitive approach
    • Examples
  • Strands
    • Strands Shading
    • Texturing along the Strand
    • Strand Render Simplification
  • Options
  • Shadows
    • Options
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