Assigning a MaterialΒΆ

A Material contains either a surface/volume shader or a displacement shader, or both. Materials can range from physically plausible models to the most simple ones that just return a plain color.

The Guerilla library contains 3 shaders, Surface, Curves and Displacement. See the Library documentation for more information on those materials.

You can create your own shader by creating/importing/copying a shader node into your scene. The shader will be visible in the Shader drop down list, as if it was directly in the library. If the shader has the same name than a library shader (like 'Surface'), the shader in the scene will override the shader from the library. Assigning a material

The materials are assigned to a RenderGraph flow.

  1. Go in the RenderGraph node network.
  2. Create a shader using the node picker (Ctrl+Space then type the node name you want, like 'surface', 'displacement', etc..)
    .. or select a node in 'Library > Materials'
  3. Insert the node in the flow by draging it over a connection (the mouse cursor should be over the curve).
  4. Edit the material attributes using the Properties view.
A default Surface material is assigned to everything in the default RenderGraph. Assigning a material preset

Guerilla Render is shipped with some presets of the default shaders.

  1. Go in the RenderGraph node network.
  2. Create a preset using the node picker (Ctrl+Space then type the node name you want, like 'carpaint', 'glass', etc..)
    .. or select a node in 'Library > rendergraph > presets'
  3. Insert the node in the flow by draging it over a connection (the mouse cursor should be over the curve).
  4. Edit the material attributes using the Properties view.

The available presets for the Surface shader are :

  • CarPaint: a mix of diffuse and metal covered with a coating varnish to be used as industrial paint.
  • Glass: a refractive material with glass index of refraction (1.5).
  • Matte: a rough material, with very low specular influence.
  • Metal: a fully metallic material.
  • Plastic: a diffuse and specular material, suitable for plastic surfaces.
  • Skin: a SSS and specular material, with color setup to match human skin.
  • VarnishWood: a rough material coated with shiny and colored varnish.
  • Water: a refractive material with water index of refraction (1.33).