When we think of video games, vivid worlds full of texture and light come to mind. But how do these stunning visuals come to be? A crucial component is the material system used to define the appearance of 3D objects in the game, which brings us to the heart of today’s tutorial: the StandardMaterial3D class in Godot 4. Understanding and mastering materials is a stepping stone to crafting immersive 3D environments and characters. So, if you’re ready to dive into the world of physically based rendering and bring your virtual creations to life, this comprehensive tutorial is for you.
Table of contents
What is StandardMaterial3D?
StandardMaterial3D is a class in Godot, part of the powerful new Godot 4 game engine, designed to represent materials in a 3D space. It’s rooted in the concept of physically based rendering (PBR), which seeks to mimic the way light interacts with surfaces in the real world. This not only enhances the realism of 3D objects but also streamlines the creative process by allowing materials to behave predictably under various lighting conditions.
What is it for?
This material class is utilized to give your 3D models a realistic appearance. It allows you to apply textures, control the interaction with light through attributes like metallic, roughness, and specify how the object should cast and receive shadows. It’s the painter’s palette for 3D objects, essential for character creation, environment design, and essentially everything visual within your game.
Why should I learn it?
Learning how to use StandardMaterial3D effectively can elevate the quality of your game art to a professional level. It’s the difference between a flat, lifeless object and one that feels tangible. Moreover, understanding PBR materials will prepare you for industry standards, as most modern game engines and 3D software adopt similar approaches to material design. As a result, your skills will be transferable and applicable to a wide range of projects and platforms.
Creating a Basic StandardMaterial3D
To begin with, we’ll create a basic StandardMaterial3D in Godot 4 and apply it to a simple MeshInstance, such as a cube. The following steps will walk you through the process.
var material = StandardMaterial3D.new() # Once you create a new material, you can assign it to a MeshInstance like this: var mesh_instance = MeshInstance.new() mesh_instance.set_surface_material(0, material)
This code snippet initializes a new StandardMaterial3D and assigns it to the first material slot of our MeshInstance. Remember that the index `0` refers to the first material slot on the mesh.
Textures are the essence of making 3D objects look realistic. Here’s how you can apply different types of textures to your material.
# Load your textures var albedo_texture = preload("res://textures/albedo.png") var normal_map = preload("res://textures/normal.png") # Apply them to the material material.albedo_texture = albedo_texture material.normal_map = normal_map
In the code above, we preload textures for the albedo (also known as base color) and the normal map, which simulates surface details without additional geometry.
Tweaking Physical Properties
Next, let’s modify some physical properties of the material to change how it interacts with light.
# Set the metallic and roughness properties material.metallic = 0.5 # Ranges from 0 for non-metallic to 1 for full metallic material.roughness = 0.7 # Ranges from 0 for smooth to 1 for rough surfaces # Enable subsurface scattering for translucent materials material.subsurface_scattering_strength = 0.2
The properties `metallic` and `roughness` are fundamental in PBR materials. By adjusting these, you can simulate a wide range of materials from plastic to metal.
Handling Transparency and Reflectance
Sometimes materials need to be partially transparent or highly reflective. Here’s how you can set up these attributes.
# Make the material semi-transparent material.transparency = StandardMaterial3D.TRANSPARENCY_ALPHA_BLEND material.alpha_scissor_threshold = 0.5 # Reflecting the environment material.roughness_texture_channel = StandardMaterial3D.TEXTURE_CHANNEL_ALPHA material.metallic_texture_channel = StandardMaterial3D.TEXTURE_CHANNEL_RED material.reflectance = 0.3
These parameters adjust the material’s transparency and its ability to reflect the environment. The `alpha_scissor_threshold` determines the cutoff level for which parts of the texture are transparent based on their alpha value.
By exploring these examples and manipulating their values, you can begin to see the versatility of the StandardMaterial3D class in Godot 4. Stay tuned for the next part, where we’ll delve even deeper into the capabilities of materials with more advanced techniques.As we dive deeper into the capabilities of the StandardMaterial3D, we’ll find that more advanced effects can be achieved with additional settings and texture maps. These will allow us to craft materials that not only look stunning but also react dynamically to the game world around them.
Let’s begin by exploring some of these advanced features:
# Enable emission to make the material emit light material.emission_enabled = true material.emission = Color(0.8, 0.6, 0.2) # Emission color material.emission_energy = 2.0
With emission enabled, we’re essentially turning our mesh into a light source. This can be used for objects like screens, signs, or magical effects.
Next, let’s add ambient occlusion to enhance the depth and crevices of our texture:
# Apply an ambient occlusion texture var ao_texture = preload("res://textures/ao.png") material.ao_texture = ao_texture
Ambient occlusion textures provide more depth to the model by darkening creases and holes, simulating the way light behaves in those areas.
Another critical aspect of realistic materials is clear coat. This adds an extra layer of reflectivity, which can be used to simulate materials like car paint, varnished wood, or certain types of plastics:
# Set clear coat for an extra layer of shininess material.clearcoat = 0.4 material.clearcoat_roughness = 0.3
Clear coat properties work in tandem with your base material, adding an extra layer of realism to your object’s surface.
Let’s also explore the use of rim lighting, which can add a subtle glow to the edges of your object that can be particularly effective for organic models or to create a backlit effect:
# Add a rim effect material.rim = 0.5 material.rim_tint = 0.3
The rim property determines how strongly the rim effect is applied, while `rim_tint` adjusts the color influence.
For objects that require a more detailed texturing workflow, we can utilize detail maps which add fine details without needing more geometry or larger base textures:
# Apply detail albedo and normal maps var detail_albedo = preload("res://textures/detail_albedo.png") material.detail_albedo = detail_albedo var detail_normal = preload("res://textures/detail_normal.png") material.detail_normal = detail_normal # How strongly the detail maps are applied material.detail_albedo_scale = 0.5 material.detail_normal_scale = 1.0
This extra layer of texturing adds details at a close view, which is perfect for high-resolution displays or up-close examination by the player.
Displacement mapping shifts the actual vertex positions of your mesh based on a texture, giving a more realistic depth to your surfaces:
# Use a height map for displacement var height_texture = preload("res://textures/height.png") material.height_texture = height_texture material.height_scale = 0.1
While displacement is more performance-heavy than a normal or bump map, it provides actual geometric detail which can be particularly striking with proper lighting conditions.
By harnessing the depth of StandardMaterial3D’s capabilities, you’re now on the path to creating materials that can respond to their environment and elevate the visual fidelity of your project. Keep experimenting with these parameters, mix and match them, and soon you’ll develop an intuitive sense for what settings best suit the artistic vision of your game.Delving further into advanced material techniques, we will explore how to manipulate light further and simulate complex surface behaviors with Godot 4’s StandardMaterial3D.
**Anisotropic reflections** mimic the way certain surfaces scatter light in a particular direction. For instance, surfaces like brushed metal or hair have a clear direction to their texture that affects the light reflection.
# Enable anisotropy material.anisotropy_enabled = true material.anisotropy = 0.5
By setting `anisotropy_enabled` to true and adjusting the `anisotropy` property, you can simulate these specialized surface reflections.
Sometimes, materials may require a specific color response when viewed from different angles, a phenomenon known as **iridescence**. To create this effect, you can use the `reflection_ior` property:
# Adjust the index of refraction for iridescence material.reflection_ior = 1.45
The index of refraction (IOR) can affect how the reflections and the general light transmission through a material behave, which can create subtle color shifts akin to iridescent surfaces.
**Subsurface scattering** simulates the light that penetrates a translucent material and scatters internally before exiting. This is especially useful for materials like skin, wax, or marble:
# Configure subsurface scattering var subsurface_texture = preload("res://textures/subsurface.png") material.subsurface_scattering_strength = 0.5 material.subsurface_scattering = subsurface_texture
Applying a subsurface scattering texture, along with adjusting the strength, gives a sense of depth and realism to translucent materials.
Adding **depth to your terrain and walls** can be achieved with the aid of **depth mapping**. Let’s see how we can create a depth effect using StandardMaterial3D:
# Apply a depth map for extra realism var depth_texture = preload("res://textures/depth.png") material.depth_texture = depth_texture material.depth_scale = 0.2
With depth mapping, areas of your texture will appear as if they actually have depth, which can significantly enhance the realism of stone walls, paved streets, and rocky terrains.
For objects that exist in a dynamic environment, a **detail mask** can help localize where the detail textures are visible:
# Use a detail mask var detail_mask = preload("res://textures/detail_mask.png") material.detail_mask = detail_mask
This allows for much more control over the material application, and can be used to add wear and tear, dirt, or variation that makes your objects look more natural and less uniform.
As we have seen, Godot 4’s StandardMaterial3D can be an extremely powerful tool in the hands of an artist or developer. By understanding the myriad of settings and how to apply them, you will gain the ability to create materials that are both visually stunning and performance-conscious. Our goal at Zenva is to deliver the knowledge that empowers you to reach this level of proficiency. As you continue to practice and experiment with these features, keep in mind the vast potential they unlock for bringing your creative visions to life in the digital realm.
Where to Go Next in Your Game Development Journey
Mastering Godot 4 and its StandardMaterial3D class is just the beginning. As you continue to develop your skills and seek to create increasingly complex and engaging games, we encourage you to keep learning and exploring. For those looking to further their education in game development, we at Zenva offer an extensive learning path with our Godot Game Development Mini-Degree. This comprehensive collection of courses will guide you through the myriad features of the Godot engine, covering not only material and graphics but also essential game mechanics, 2D and 3D game development, GDScript, and much more.
Whether you’re a beginner or an already experienced developer, our curriculum is designed to take you from your current skill level to professional readiness. By the end of the mini-degree, you’ll have completed a range of projects across different genres, building a strong portfolio in the process. And for those seeking a broader learning experience, our full collection of Godot courses is always available to cater to your specific interests and needs.
We at Zenva are committed to providing you with high-quality content that equips you with the skills to excel in the exciting field of game development. Embark on your next learning adventure with us, and bring your game development dreams to life!
In the realm of game development, mastering the use of materials is akin to a painter mastering their brush – it brings the canvas of your game world to vivid life. With the knowledge of Godot 4’s StandardMaterial3D class, you are now equipped to turn the ordinary into the extraordinary, setting the stage for immersive experiences that captivate your players. The journey of learning and creation is ongoing, and we at Zenva are here to support you every step of the way. Embrace the power of Godot 4, unleash your creative potential, and craft worlds that resonate with depth, beauty, and realism.
Continue to develop your skills and elevate your game design with our Godot Game Development Mini-Degree. This is your portal to in-depth tutorials, hands-on projects, and a community of like-minded developers. Dive into our learning paths, and transform what you can imagine into what you can build and share with the world. The possibilities are infinite, and your adventure is just beginning!
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