There are several types of Octane Material nodes in OctaneRender® that can apply to surfaces to achieve a variety of appearances and rendering effects.

  • Clipping Material - Allows one object to become a clipping volume for other objects in a scene.
  • Composite - Mixes several materials using masks.
  • Diffuse - Used for rough, non-reflecting materials, as well as light emitting meshes.
  • Glossy - Used for shiny materials such as plastics or metals.
  • Hair - Designed for hair and fur objects.
  • Layered - Constructs complex materials that consist of a base layer and several material layers.
  • Metallic - Similar to the Glossy material, except by default it exhibits more metal-like characteristics.
  • Mix - Mixes any two Material types.
  • Null - Used for mesh objects that should be invisible but contain a medium.
  • Open PBR Surface Material - An open-source physically based shading model prviding consistent material creation across different renderers. 
  • Portal - Designates openings in scenes to allow the render kernel to better sample light from those areas.
  • Shadow Catcher - Captures shadows.
  • Specular - Used for transparent materials such as glass and water.
  • Standard Surface - A material that closely aligns with the Autodesk Standard Surface shader specification.
  • Toon - Designs hand-drawn looking surfaces.
  • Toon Ramp - Controls shading on the model. To use this material, you also need to use Toon lighting in the scene.
  • Universal - Brings substance maps and PBR outputs into OctaneRender.
  • Utility
    • Material switch - A node that controls which material is used in a shader network.
    • Toon ramp switch - A node that controls which toon ramp is used in a shader network.



Materials



Figure 1: Octane Material Node List