Surface appearance

Materials & light

A surface responds to light within its own scene system.

Blinn, Phong, CookTorrance, MaterialMerge, PointLight, SpotLight, AmbientLight, DomeLight, UDomeLight and USD material tools determine how 3D surfaces respond visually. Geometry defines shape; materials, textures, normals, reflections and lighting determine whether that shape reads as a believable object.

A practical technical guide10 topics
FUSION / NODE STUDYINTERACTIVE
FUSIONCLASSIC 3DCONCEPT VIEWVIEWERCHANGE THE CONTROLS BELOW01 / 01
BlinnMaterial → 3D

Connect the material to the geometry’s Material input. Shape3D with its material then enters the scene.

EXAMPLE CONNECTIONS
  1. 01Shape3D
  2. 02Merge3D
  3. 03Renderer3D

Blinn → Shape3D: Material; light → Merge3D

A teaching model of the principle. Slider values are illustrative; native controls are documented in the node reference.

IN THIS GUIDE
BlinnPhongCookTorranceMaterialMergePointLightUDomeLight
01 / OVERVIEW

How this family works

Textures supply surface data, materials describe the response, and lights enter the scene. A shader is assigned to geometry; it is not a post-render image effect.

01 / TOPIC

Geometry is only the shape

A 3D object can be perfectly modeled yet look flat if its surface response and lighting are poor. Materials describe properties such as base color, specular response, roughness-like behavior, reflection and texture contribution.

Lights provide the illumination context that makes those properties visible. The final appearance is the interaction between geometry, material, light, camera and renderer.

02 / TOPIC

Materials are not 2D color correction

A 2D Color Corrector changes the pixels of an already rendered image. A 3D material changes how a surface is shaded before the scene becomes pixels. That distinction matters for highlights, reflections, normals and the way the object responds as the light or camera moves.

If you need physically coherent surface behavior, solve it inside the 3D/material branch rather than trying to fake every change after Renderer3D.

03 / TOPIC

Classic Fusion materials and USD materials

Classic Fusion 3D materials such as Blinn, Phong and CookTorrance belong to the traditional 3D pipeline. USD material tools belong to the U-node scene system. Both describe surface appearance, but they participate in different scene architectures.

Do not assume that a material node can move freely between classic 3D and USD branches. Match the material system to the scene system you are using.

04 / TOPIC

Lighting is part of composition

Point, spot, directional, ambient and dome-style lighting create different spatial cues. Light direction can reveal form, separate foreground from background and support the visual logic of the plate you are compositing into.

For integration work, match the real shot's key direction, softness, contrast and color rather than lighting the CG object in isolation.

05 / TOPIC

Textures, bump and maps

Texture maps can drive surface color or other material properties, while bump/normal-style maps change how the surface reacts to light without changing the underlying geometry in the same way as actual displacement.

Keep scale and UV/texture transforms under control. A good material can still look wrong if the texture scale or orientation does not make sense for the object.

06 / TOPIC

Where materials and lights belong in the Flow

Materials and lights live inside a scene pipeline, not in the final 2D layer stack. A material must be assigned to geometry, a light must illuminate scene objects, and a camera plus renderer must turn that interaction into visible pixels.

This is why a Material or Light node should not be treated like Color Corrector or Glow. It has no useful final appearance by itself; its meaning comes from the geometry, normals, textures, scene scale and renderer that evaluate it.

Keep scene construction, material assignment and lighting grouped before Renderer3D or the corresponding USD render stage. Apply ordinary 2D grading and optical finishing only after the scene has been rendered.

07 / TOPIC

Practical example: lighting a textured 3D title

Start with Text3D or another piece of geometry, assign a material, feed image maps into color/bump/specular inputs as needed, and place the object into the scene through Merge3D.

Add a key light and optional fill or environment light, position Camera3D, and inspect how the material responds as the object or camera moves. Adjust roughness, specular response and bump strength in relation to the actual lighting rather than in isolation.

Renderer3D converts the lit scene into an image. From that point, use regular 2D Merge, color matching, glow, defocus or grain to integrate the rendered title with the plate.

08 / TOPIC

Texture, material and light: connect each data type correctly

A working classic route is Loader texture → compatible Blinn diffuse input; Blinn → Shape3D Material; Shape3D + Camera3D + SpotLight → Merge3D → Renderer3D. Use ReplaceMaterial3D to replace material on existing geometry. Ordinary Merge does not assign shaders, and MaterialMerge combines materials rather than final-frame images.

BumpMap uses a map to alter shading normals: the silhouette and actual geometry do not gain new relief. Geometric displacement requires an appropriate displacement tool and sufficient mesh detail. For UV textures, inspect coordinates, scale and seams; do not automatically interpret color textures and data maps with the same gamma.

09 / TOPIC

Separate material problems from renderer problems

Start with one object, a neutral material and one directional or point light. If the object is visible but lacks a highlight, check light/camera angle, normals, specular intensity and shader support in the chosen renderer. If the render is entirely black, check camera, clipping and Lighting before changing the material.

A USD light such as UDomeLight works inside a USD scene rendered by URenderer. It does not replace AmbientLight in a classic Merge3D scene. Compare the two pipelines through their rendered images with consistent color handling; identical roughness/specular numbers across different shaders do not guarantee the same appearance.

10 / TOPIC

DomeLight and UDomeLight belong to different scenes

Introduced for classic Fusion 3D in Resolve 20, DomeLight lights a Merge3D/Renderer3D scene from an SDR/HDR environment image. The USD tool UDomeLight serves a similar purpose in a U-scene rendered by URenderer. The word Dome does not imply the same output type: choose the light for the scene and renderer in use.

02 / DECISION TABLE

Which node to choose?

Node / groupTaskCheck before using
Blinn / Phong / CookTorranceClassic shaderObject Material input or ReplaceMaterial3D
BumpMapModify shading normalsDoes not change the geometry’s silhouette
PointLight / SpotLightClassic lightingScene, Lighting/Shadows and direction
DomeLightClassic 3D environment light since Resolve 20SDR/HDR image → DomeLight → Merge3D
uShader / uReplaceMaterialUSD material and assignmentCorrect prim and compatible renderer
UDomeLightUSD environment lightingUSD scene, not classic AmbientLight
03 / REAL WORLD

Three working setups

01

Texture a primitive

Loader → Blinn (Diffuse); Blinn → Shape3D (Material)

Shape3D joins Merge3D with separate camera and light branches.

02

Light an extruded title

Text3D + SpotLight + Camera3D → Merge3D → Renderer3D

Check highlights and shadows in the renderer; assign material to Text3D itself.

03

USD material

uTexture → uShader → uReplaceMaterial (Material)

Geometry enters uReplaceMaterial separately; Prim Selection chooses the assignment.

04 / WORKFLOW

A dependable workflow

  1. 01

    Build or import the 3D geometry

  2. 02

    Choose a material compatible with the current 3D system

  3. 03

    Add textures and map them at a believable scale

  4. 04

    Place lights to support form and match the intended shot

  5. 05

    Inspect the result through the actual camera and renderer

  6. 06

    Perform final 2D integration only after the 3D shading is fundamentally correct

05 / TROUBLESHOOTING

What usually goes wrong

Treating a 3D material as if it were an ordinary 2D color filter.

Lighting the object without matching the direction or softness of the real plate.

Mixing classic Fusion materials with USD scene data without a compatible workflow.

Using textures at an implausible scale or orientation.

Trying to repair fundamentally wrong 3D lighting entirely after rendering.

BLACKMAGIC DESIGN / REFERENCE

Continue with the official guide

Examples explain the connection logic. For the exact controls and availability in your installed version and edition, use the corresponding Blackmagic Design manual.