See also Category:MATs for a full list of articles related to MATs.
Material Operators, or MATs, are used to create materials for geometry. They can be applied to geometry using the Material parameter on the Display page or any Object Components.
The most commonly used MAT is the Phong MAT. The Phong MAT contains a large number of lighting options that allow the users to create some very unique effects.
Constant MAT - this material applies a constant flat color to the geometry. There is no specular shading, ie shading is not effected by the camera or light positions.
Depth MAT - can be used to get depth information from the geometry for a depth-pass render. It will not render any color.
GLSL MAT - a powerful material operator which applies Pixel and Vertex GLSL shaders to the geometry. Geometry can be deformed on the GPU using vertex shaders. Geometry must have Texture Coordinates and normals.
Phong MAT - applies a phong shader to the geometry. Geometry must have normals for specular shading to work. Geometry must have Texture Coordinates for any applied maps to work (ie Color Map, Bump Map, Specular Map, etc). Geometry can be deformed using the Deform parameter page. The Phong MAT offers other advanced features for Transparency, Rim Lights, and Shadows.
Wireframe MAT - renders the wireframe structure of the geometry.
- for Materials to texture geometry with, Phong MAT, GLSL MAT
- setup for materials (normals, uvs, where to apply, lighting and rendering)
- examples of applying a material, example of Rim Lighting, example of shadows
The Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.