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Material maps

Every map is a pair: the image, and its options (tiling, offset, rotation, filtering, colour space, UV channel). Setting just the image is usually enough.

Which maps a material accepts depends on its type, so switching type can leave a map you set earlier unused.

The names below are what the material panel calls them; the last column is what a script or a patch node uses.

MapWhat it is forbasicstandardphysicaltoonnormalchromakeyoccluderrefIn code
Ambient occlusionbaked contact shadowaoMap
Anisotropybrushed-metal directionanisotropyMap
Baked lightbaked lightinglightMap
Bumpheight-based detail — prefer a normal mapbumpMap
Clearcoatwhere the lacquer sitsclearcoatMap
Clearcoat normaltexture in the lacquerclearcoatNormalMap
Clearcoat roughnesshow polished the lacquer isclearcoatRoughnessMap
Colourthe main colour imagemap
Displacementactually moves the surfacedisplacementMap
Emissivewhich parts glowemissiveMap
EnvironmentreflectionsenvMap
Iridescencewhere the oil-slick effect appearsiridescenceMap
Iridescence thicknesshow strong it isiridescenceThicknessMap
Metalnesswhich parts are metalmetalnessMap
Normalsurface detail without extra geometrynormalMap
Opacitytransparency, taken from brightnessalphaMap
Roughnesspolished here, matte thereroughnessMap
Sheen colourthe colour of fabric sheensheenColorMap
Sheen roughnesshow soft that sheen issheenRoughnessMap
Specularwhere it is shinyspecularMap
Specular colourthe tint of reflectionsspecularColorMap
Specular intensityhow reflectivespecularIntensityMap
Thicknesshow thick the glass isthicknessMap
Toon gradientthe toon rampgradientMap
Transmissionwhere light passes throughtransmissionMap
Some of these are stored but not drawn

Ambient occlusion, light, environment, bump, displacement and gradient maps are kept if you set them, but the renderer ignores them. Use a normal map instead of bump, and set the environment on the scene. The material panel warns you when you use one.

Mark data maps as data

A map carrying numbers rather than colour — roughness, metalness, a mask — must be marked as such in its colour-space option, or it is colour-corrected and the values come out wrong.

How to use them: Materials.