Unity Material

Unity Material is a new PBR (physically based rendering) material, which introduces the standard material of Unity 5 into Modo, as a custom material associated with dedicated shaders for offline render, preview, and advanced viewports.

To create a Unity Material, in the Shader Tree, click Add Layer > Custom Materials > Unity Material. The material is added to the Shader Tree and the layer's Properties panel displays.

Tip:  Import textures for your Unity material using the PBR loader. See PBR Textures for more information.

Layer

Enable

Toggles the effect of the layer on and off, duplicating the functionality of toggling visibility in the Shader Tree. When disabled, the layer has no effect on the shading of the scene. However, disabled layers are saved with the scene and are persistent across Modo sessions.

Invert

Inverts the RGB values for the layer producing a negative effect.

Blend Mode

Affects blending between different layers of the same effect type, allowing you to stack several layers for different effects.

For more on blending, please see Layer Blend Modes.

Opacity

Changes the transparency of the current layer. Reducing this value increasingly reveals lower layers in the Shader Tree if present, or dims the effect of the layer itself on the surface.

Unity Material

Albedo

This value specifies the base color of the surface.

Metallic

This option specifies how metallic your surface is. A value of 0 specifies a non-metallic surface, while a value of 1 results in a metal surface.

Smoothness

This value specifies how smooth the surface is. A surface with a smoothness of 0 reflects light in a uniform way, whereas rough surfaces reflect light at different angles.

Normal Scale

Scales for the normal map in the Main Maps of Unity 5.

Detail Normal Scale

Scales for the normal map in the Secondary Maps of Unity 5.

Height Scale

Scales for the Height Map in Unity 5.

Emissive Color

Specifies which part of the material should glow due to emitting light.

Emissive Level

Specifies the level of emission.

Fresnel Reflectance 0

Determines the reflection of light.

Reflection Rays

This property refers to baking with F9 or Preview render. Specifies the number of rays used for sampling reflection. A higher number of rays produces better rendering quality, but increases render time.

Textures for Unity Material

Modo supports texturing for Unity Material. To add a texture, follow these steps:

1.   In the Shader Tree, click Add Layer > Image Map > (load image).

A file browser opens.

2.   Navigate to the file you'd like to use and click Open.
3.   Right-click the Effect column of the texture layer in the Shader Tree.
4.   Select Unity and choose from the available effects.

The following texture effects are available:

Albedo

Ambient Occlusion

Bump (This can be achieved by using a height map in Unity. In Modo, the effect is directly specified.)

Detail Albedo x2 (The Detail Albedo x2 in the Secondary Maps section of Unity 5.)

Detail Mask

Detail Normal (The normal map in the Secondary Maps section of Unity 5.)

Emission

Metallic

Normal

Smoothness