While shading nodes control the appearance, these settings control the quality and algorithms that each renderer uses to render the material.
- Pass Index
Index number for the Material Index render pass. This can be used to give a mask to a material and then be read with the ID Mask Node in the Compositor.
Volume Objects are not supported.
These settings control the 3D Viewport display in solid shading. They provide a faster alternative to full shader nodes, which may be too heavy or distracting for tasks like modeling, layout or sculpting.
Diffuse or metal surface color.
Blends between a non-metallic and metallic material model. A value of 1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmission. At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top.
Specifies microfacet roughness of the surface for metal and specular reflection.