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Material maps

Every map has two parts: the image, and its options (tiling, offset, rotation, filtering, colour space, UV channel). Usually, setting the image is enough.

Each material type accepts different maps. If you switch the type, a map you set earlier may stop being used.

The first column shows the names from the material panel. The last column shows the name that a script or a patch node uses.

MapWhat it is forbasicstandardphysicaltoonnormalchromakeyoccluderrefIn code
Alpha maptransparency, taken from how bright the image is✓✓✓✓✓alphaMap
Ambient occlusion mappre-drawn shadows where surfaces meet✓✓✓✓✓aoMap
Anisotropy mapthe direction of a brushed-metal look✓anisotropyMap
Bump mapdetail from a height image; use a normal map instead✓✓✓✓✓bumpMap
Clearcoat mapwhere the lacquer is✓clearcoatMap
Clearcoat normal mapsurface detail in the lacquer✓clearcoatNormalMap
Clearcoat roughness maphow polished the lacquer is✓clearcoatRoughnessMap
Displacement mapmoves the surface itself✓✓✓✓displacementMap
Emissive mapwhich parts glow✓✓✓emissiveMap
Environment mapreflections✓✓✓envMap
Gradient mapthe colour bands of a cartoon (toon) look✓gradientMap
Iridescence mapwhere the rainbow, oil-slick shimmer appears✓iridescenceMap
Iridescence thickness maphow strong that shimmer is✓iridescenceThicknessMap
Light mappre-drawn lighting✓✓✓✓✓lightMap
Metalness mapwhich parts are metal✓✓✓metalnessMap
Normal mapsurface detail without extra geometry✓✓✓✓✓normalMap
Roughness mapwhich parts are polished and which are matte✓✓✓roughnessMap
Sheen color mapthe colour of fabric sheen✓sheenColorMap
Sheen roughness maphow soft that sheen is✓sheenRoughnessMap
Specular color mapthe tint of reflections✓specularColorMap
Specular intensity maphow reflective it is✓specularIntensityMap
Specular mapwhere it is shiny✓specularMap
Texturethe main colour image✓✓✓✓✓✓map
Thickness maphow thick the glass is✓thicknessMap
Transmission mapwhere light passes through✓transmissionMap
Some maps are saved but not shown

Ambient occlusion, light, environment, bump, displacement and gradient maps are saved, but they are not drawn. Use a normal map instead of bump, and set the environment on the scene. The material panel warns you when you use one of these maps.

Mark data maps as data

Some maps hold numbers instead of colour: roughness, metalness, a mask. Mark them as data in the colour-space option. Otherwise they are colour-corrected, and the values come out wrong.

To learn how to use maps, see Materials.