In NDunes, materials are used to modify geometries (see Geometries) and plants (see Plants) appearance. They are energetically equilibrated.

The material panel

The energy preservation model

The shading model uses three basic inputs:

These three inputs are involved in the energy preservation rule: the sum of the diffusion + reflection + transmission terms is always lower than or equal to 1.

Diffusion, reflection and transmission

More parameters influencing the reflection effect are available like glossiness and IOR (index of refraction).

Increasing the glossiness from 0 to 1

Bump channel

The material also contains:

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Adding bump texture

Back diffuse and translucency

Two more channels are available for plants only:

These two channels are very useful to render plant leafs.

Plant leafs with back diffuse and translucency

Texture coordinates properties

For each of these channels, it is possible to set either a color or an external texture file. If a texture is set, it is fully customizable using the graph editor accessible with the right button of the panel (see Graph editor).

Several properties are available to place the texture on the geometry:


For the texture to work, the geometry needs to have a valid texture coordinates channel.

Masked material

The material can be defined as masked. In this case, the transmission texture is used as a mask. A property allows to set the alpha threshold over which the geometry is masked.

Emissive material

The material can be set emissive. In this case the diffuse channel is used to emit a color. An emissive multiplier is available at the end of the material panel.

Emissive material is always visible