The 3DCoat render system supports an advanced physically based material (PBR/PBM) model. It includes not only standard channels but also specialized effects to create the most realistic surfaces possible.
Below is a detailed description of each channel and its impact on the material’s appearance, based on the internal shader architecture.
1. Base Channels
- AlbedoColor (Albedo / Base Color)
The main color of the surface. For dielectrics (non-metals), this is their own color. For metals, it’s their reflection color.
- Opacity
Determines how opaque a pixel is. Usually used for “CutOut” transparency (leaves, meshes), hiding geometry where the value is low. - Emissive
Adds self-illumination to the material. The surface will be bright even in complete darkness and can cast light on neighboring objects (via global illumination). - TSNormal (Tangent Space Normal)
A normal map that defines fine surface relief without altering the geometry itself. - AmbientOcclusion
Micro-shadowing in recesses. Darkens areas that are hard for diffuse light to reach, emphasizing the volume of the relief. - Mask
A general technical channel that can be used for layer blending logic or creating custom effects.
2. Specular & Metalness
- Metalness
Determines whether a material is a metal.0(Dielectric): Reflects only 4% of light at a direct angle (depends on IOR), albedo acts as the surface color.1(Metal): Albedo becomes the reflection color (e.g., yellow gold), and the diffuse color disappears.
- Roughness / Gloss
Gloss = 1.0 - Roughness. Determines the “polish” of the surface. High Gloss gives sharp, mirror-like reflections, while high Roughness blurs reflections, making the surface matte.
- IOR (Index of Refraction)
Determines the strength of the base reflection (F0) for non-metals. For example, water has an IOR ~1.33, glass ~1.5. Affects how strongly a surface reflects light when viewed at a direct angle.
For refractive materials, IOR affects the refractive power of the Fresnel, and for opaque materials, only the Fresnel
To enable control of this value via a brush, the internal parameter accepts values ranging from 0 to 1; however, it is applied as a value three times greater—meaning 0 corresponds to 1, 0.333 corresponds to 1, and 1 corresponds to 3. Nevertheless, individual nodes within the node editor will accept the actual physical IOR value.

- ReflectionColor
Additional color control for reflection. Usually, reflection for non-metals is colorless, but this channel allows you to forcefully change its tint (e.g., for stylized materials).
- SpecularEdgePower
Controls the Fresnel effect (how strongly a material reflects light when viewed at a grazing angle). Allows you to enhance or weaken highlights on the edges of an object. - FlatSpecular
Allows you to “flatten” reflections, ignoring fine irregularities from the normal map. Useful for stylization or avoiding “noisy” highlights on complex details.
3. Refraction / Glass
- Refraction
UnlikeOpacity(which simply “cuts” a hole), this is physical material transparency (like glass or water). Light passes through the surface and refracts. The higher the value, the more transparent the material.
- RefractionBlur
Frosted glass. Blurs the background visible through a transparent object. Often linked to regularRoughnessbut allows controlling background blur separately.
- RefractionMetalness
0 = refraction, 0.5 = dielectric, 1.0 = metalness
- RefractionChromatic (Chromatic Aberration)
Separates refracted light into a spectrum (like a prism), creating colored halos on the edges of thick glass.
4. SubSurface Scattering (SSS & Volume)
Used for translucent materials (skin, wax, milk, plastic, jade).
- SubSurface / Volume
Determines how deep light penetrates into the material. This makes shadows softer and translucent edges brighter.
- SubSurfaceColor
The color of the light that scatters beneath the surface. For example, for human skin,AlbedoColorwould be flesh-toned, whileSubSurfaceColorwould be red (due to blood under the skin).
SubSurface Color also affects the refraction color.
5. Special Surface Effects
- Anisotropy
Stretches the specular highlight in a specific direction. Characteristic of brushed metal (pots), hair, or silk.
- Iridescence
Thin film interference effect. Creates rainbow shifting colors depending on the viewing angle (like on soap bubbles, insect wings, or spilled gasoline).
- EffectNormal
A color channel (vector direction) that defines the direction for stretching the anisotropic highlight and the direction for the iridescence gradient. - ClearCoat
Creates an additional transparent glossy layer on top of the existing material (like car paint or varnished wood). This layer has its own reflection, independent of the base material.
- ClearCoatGloss
Determines how smooth the clear coat layer is.
6. Fabrics, micro-protrusions and Fuzz
These channels are designed to simulate materials with complex microstructures on the surface (fabrics, dust).
- Sheen
Creates a soft highlight on the edges of an object. Characteristic of velvet, peach, suede. This is light reflecting from micro-fibers at grazing angles.
- SheenColor
Tints the fabric highlight a specific color.
- Microprotrusions (Fuzz / Dust)
Simulates the presence of microscopic particles (or dust) on the surface that scatter light differently than the main surface. Can make the material “dusty”.
- MicroprotrusionsGloss
Controls how sharply these micro-fibers reflect light.
- MicroprotrusionsColor
The color of the dust or fuzz resting on the material.
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