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3D MaterialsIntermediate

Blinn

Classic diffuse/specular material

Creates a classic 3D surface material with diffuse color, specular highlights, transmittance, lighting/shadow response and Material ID.

Blinn
DaVinci Resolve · Fusion

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

What Blinn does

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.

Mental model

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.

Common uses

Simple 3D text and logo materials
Glossy or semi-gloss surfaces
Transparent or tinted surfaces
Material-ID based post-processing

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

MaterialInput

Material or texture data applied to the 3D object.

Blinn
Fusion node

MaterialOutput

The completed Blinn material for a Fusion 3D object or material chain.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Diffuse / Color

Sets the color.

Diffuse / Red

Adjusts the red channel.

Use channel-specific controls when the operation should not affect all components equally.

Diffuse / Green

Adjusts the green channel.

Use channel-specific controls when the operation should not affect all components equally.

Diffuse / Blue

Adjusts the blue channel.

Use channel-specific controls when the operation should not affect all components equally.

Diffuse / Alpha

Adjusts the alpha channel.

Use channel-specific controls when the operation should not affect all components equally.

Diffuse / Opacity

Sets the overall opacity of the material or object.

Specular / Color

Sets the color.

Specular / Red

Adjusts the red channel.

Use channel-specific controls when the operation should not affect all components equally.

Specular / Green

Adjusts the green channel.

Use channel-specific controls when the operation should not affect all components equally.

Specular / Blue

Adjusts the blue channel.

Use channel-specific controls when the operation should not affect all components equally.

Specular / Intensity

Sets the light intensity.

Specular / Exponent

Controls highlight size and sharpness.

Higher values create a smaller, tighter highlight.

Transmittance / Attenuation

Controls the color and detail of light passing through semi-transparent material.

Transmittance / Red

Adjusts the red channel.

Use channel-specific controls when the operation should not affect all components equally.

Transmittance / Green

Adjusts the green channel.

Use channel-specific controls when the operation should not affect all components equally.

Transmittance / Blue

Adjusts the blue channel.

Use channel-specific controls when the operation should not affect all components equally.

Transmittance / Alpha Detail

Controls how the material transmits light through the surface.

Transmittance / Color Detail

Controls how the material transmits light through the surface.

Transmittance / Saturation

Controls how the material transmits light through the surface.

Receives Lighting

Controls whether the material responds to scene lighting.

Receives Shadows

Controls whether the object or material receives shadows.

Two Sided Lighting

Allows both sides of thin geometry to receive light.

MaterialID / Material ID

Assigns the Material ID written to the render passes.

Material IDs can be used later to isolate surfaces in compositing.

Practical setup

A reliable workflow

  1. 1

    Connect Blinn to the material input of a 3D object.

  2. 2

    Set Diffuse before tuning the highlight.

  3. 3

    Add and position scene lights.

  4. 4

    Adjust Specular Intensity and Exponent for the required finish.

  5. 5

    Enable transmittance only when transparency is intentional.

  6. 6

    Assign a Material ID when the surface needs separate downstream treatment.

Typical node chain
3D Object
Blinn
Merge3D
Renderer3D

Examples

Where this node fits in real work

Glossy 3D title

A neutral Blinn material gives Text3D a controlled studio highlight.

Text3DBlinnMerge3DRenderer3D

Material-ID pass

Use a unique Material ID to isolate the surface after rendering.

BlinnRenderer3D Material IDColorCorrector

Troubleshooting

Common mistakes

Expecting highlights without a 3D light source.
Pushing Specular Intensity so far that white surfaces clip.
Confusing opacity controls with physically transparent shading.

Production notes

Practical tips

Start with moderate specular values and improve the lighting before exaggerating the material.
Use Two Sided Lighting only for thin or open surfaces that need it.
Assign Material IDs early in complex scenes.

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