Diffuse / Color
Sets the color.
Classic diffuse/specular material
Creates a classic 3D surface material with diffuse color, specular highlights, transmittance, lighting/shadow response and Material ID.
Blinn is a dependable general-purpose Fusion material for Text3D, Shape3D, extruded geometry and imported 3D objects. It combines base color, highlight control, transparency and scene-light interaction in one compact shader.
Overview
Blinn is a dependable general-purpose Fusion material for Text3D, Shape3D, extruded geometry and imported 3D objects. It combines base color, highlight control, transparency and scene-light interaction in one compact shader.
Think of Blinn as a straightforward painted surface: Diffuse is the paint, Specular is the highlight, Transmittance controls light passing through the surface, and the lighting switches decide how the material participates in the scene.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Material or texture data applied to the 3D object.
The completed Blinn material for a Fusion 3D object or material chain.
Inspector
Start with these controls before reaching for more complicated workarounds.
Sets the color.
Adjusts the red channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the green channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the blue channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the alpha channel.
Use channel-specific controls when the operation should not affect all components equally.
Sets the overall opacity of the material or object.
Sets the color.
Adjusts the red channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the green channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the blue channel.
Use channel-specific controls when the operation should not affect all components equally.
Sets the light intensity.
Controls highlight size and sharpness.
Higher values create a smaller, tighter highlight.
Controls the color and detail of light passing through semi-transparent material.
Adjusts the red channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the green channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the blue channel.
Use channel-specific controls when the operation should not affect all components equally.
Controls how the material transmits light through the surface.
Controls how the material transmits light through the surface.
Controls how the material transmits light through the surface.
Controls whether the material responds to scene lighting.
Controls whether the object or material receives shadows.
Allows both sides of thin geometry to receive light.
Assigns the Material ID written to the render passes.
Material IDs can be used later to isolate surfaces in compositing.
Practical setup
Connect Blinn to the material input of a 3D object.
Set Diffuse before tuning the highlight.
Add and position scene lights.
Adjust Specular Intensity and Exponent for the required finish.
Enable transmittance only when transparency is intentional.
Assign a Material ID when the surface needs separate downstream treatment.
Examples
A neutral Blinn material gives Text3D a controlled studio highlight.
Use a unique Material ID to isolate the surface after rendering.
Troubleshooting
Production notes
Related nodes