Material Properties
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Intro
Assign physical qualities — Base Color, Roughness, Metallic — through Principled BSDF and geometry-side Set Material.
Why It Matters
Materials are how the atlas reads as stone, fabric, bronze, or glass. The same material grammar repeats in Photoshop texture work, Gaea surface maps, and Nuke grade passes.
Leaf Meaning
Principled BSDF slots and geometry-side material assignment — stone, fabric, metal, and glass for atlas assets.
Blender Examples
- Set Material node — assign different materials to snowman body sections.
- Principled BSDF — Base Color and Roughness for stone vs wood on a city block.
- ColorRamp — drive material variation from attribute fields.
Cross-Tool Examples
| Tool | Example |
|---|---|
| Blender | Set Material + Principled BSDF — Base Color, Roughness, Metallic. |
| Photoshop | Brush texture, layer styles, and material-looking composites. |
| Houdini | Material SOP and Karma/Redshift shader assignments. |
| Gaea | Surface maps — color, roughness, sediment layers on terrain. |
| Atlas Logos | Tabernacle fabric, stone, and bronze material kits. |
Atlas Logos Use
Split tabernacle linen, acacia wood, and bronze fittings into distinct Principled BSDF setups; assign stone and plaster on Jerusalem facades.
Required Nodes
Practice Task
Assign Base Color and Roughness in Principled BSDF2.blend, then use Set Material to split stone and wood on a simple block.
Open guided practice → Checklist
- Open Principled BSDF2.blend and inspect shader slots
- Create at least two distinct material data blocks
- Wire Set Material in geometry nodes to assign by selection or index
- Tune Base Color and Roughness for readable contrast
- Viewport-shade to confirm material zones