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Understanding 3D layer material options


    In the Timeline window, 3D layers have an additional set of properties called Material Options. These determine how a 3D layer interacts with light and shadow, both of which are important components of realism and perspective in 3D animation.

    Shadows cast by continuously rasterized 3D layers (including text layers) are not affected by effects applied to that layer. If you want the shadow to show the results of the effect, precompose the layer with the effect before adding the shadow.

    Illustration of Timeline window showing 3D layer material options
    3D layer material options

To specify material options properties:

  1. In the Timeline window, expand a 3D layer, and then expand Material Options.
  2. Select any of the following options:
  3. Casts Shadows

    Casts a shadow on layers within the range of that shadow. The direction and angle of the shadows are determined by the direction and angle of the light sources. Set Casts Shadows to Only if you want the layer to be invisible but still cast a shadow. Use the Only setting along with Light Transmission to project the colors from the invisible layer onto a visible layer.

    Note: To cast a shadow, select the Casts Shadows option for both the shadow-casting layer and the corresponding light.

    Light Transmission

    Specifies the percentage of light that shines through a layer. Use this option to make layers act like transparencies and cast their color on another layer. You can also create the effect of light passing through stained glass by placing a light behind a 3D layer and adjusting the light transmission. A light transmission value of 0 casts a black shadow and specifies that no light passes through the layer. This setting renders faster; use it if you don't want to cast a colored shadow or if you want previews to render quickly. A value of 100 specifies that the full color value of the shadow-casting layer is projected on the layer accepting the shadow.

    Accepts Shadows

    Shows the shadow cast on this layer by another layer.

    Accepts Lights

    Specifies that the layer is shaded using the light that reaches it. Turn this off if you don't want the light to change the color of the layer. If you turn this off, the layer can still accept and cast shadows.

    Ambient

    Specifies the level of ambient (nondirectional) reflectivity of the layer. A value of 100% creates the most reflectivity; a value of 0% creates no ambient reflectivity.

    Diffuse

    Specifies the level of diffuse (omnidirectional) reflectivity of the layer. Applying diffuse reflectivity to a layer is like draping a dull, plastic sheet over it. Light that falls on this layer reflects equally in all directions. A value of 100% creates the most reflectivity; a value of 0% creates no diffuse reflectivity.

    Specular

    Specifies the level of specular (directional) reflectivity of the layer. Specular light reflects from the layer as if from a mirror. A value of 100% creates the most reflectivity; a value of 0% creates no specular reflectivity.

    Shininess

    Specifies the size of the specular highlight. This value is active only if the Specular setting is greater than zero. A value of 100% produces a reflection with a small specular highlight. A value of 0% produces a reflection with a large specular highlight.

    Metal

    Specifies the color of the specular highlight. A value of 100% specifies that the color is the color of the layer. For example, with a Metal value of 100%, an image of a gold ring reflects golden light. A value of 0% specifies that the color of the specular light is the color of the light source. For example, a layer with a Metal value of 0% under a white light has a white highlight. (If you are using OpenGL, the Metal value is temporarily set to zero during an interactive preview.)