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3D MaterialsIntermediate

Ward

Anisotropic specular material

Creates a 3D material with diffuse color and an anisotropic highlight controlled independently along U and V, plus lighting, shadows, transmittance and Material ID.

Ward
DaVinci Resolve · Fusion

Ward is especially useful for surfaces where highlights need a deliberate direction: brushed metal, polished plastic, lacquer and premium 3D typography. Separate Spread U and Spread V values create elongated anisotropic reflections.

Overview

What Ward does

Ward is especially useful for surfaces where highlights need a deliberate direction: brushed metal, polished plastic, lacquer and premium 3D typography. Separate Spread U and Spread V values create elongated anisotropic reflections.

Mental model

Think of Ward as a painted surface with a highlight that can be stretched in two surface directions. The greater the difference between Spread U and Spread V, the more directional the reflection becomes.

Common uses

Brushed-metal style highlights
Polished 3D typography
Lacquered graphics
Directional studio reflections

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.

Ward
Fusion node

MaterialOutput

The processed result from this node.

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 / Spread U

Sets the width of the Ward specular lobe along the surface U direction.

Specular / Spread V

Sets the width of the Ward specular lobe along the surface V direction.

Transmittance

Controls light transmission for transparent or tinted surfaces.

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 surfaces to be illuminated.

MaterialID / Material ID

Assigns the Material ID written to the render passes.

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

Keyframes

Provides keyframe controls for animating the related parameter.

Practical setup

A reliable workflow

  1. 1

    Apply Ward to the target 3D geometry.

  2. 2

    Set the base Diffuse color.

  3. 3

    Tune Specular Intensity under a simple light.

  4. 4

    Separate Spread U and Spread V to create anisotropy.

  5. 5

    Check the material from multiple camera angles.

  6. 6

    Set shadow and Material-ID behavior before final rendering.

Typical node chain
3D Object
Ward
Light
Renderer3D

Examples

Where this node fits in real work

Brushed highlight on 3D text

Different U/V spreads create an elongated studio-style reflection.

Text3DWardSpotLightRenderer3D

Polished logo

Moderate specular and directional spread create a controlled premium surface.

Extrude3DWardMerge3DRenderer3D

Troubleshooting

Common mistakes

Expecting anisotropy while Spread U and Spread V are nearly identical.
Increasing specular instead of improving the light direction.
Forgetting that the look changes strongly with camera angle.

Production notes

Practical tips

Use anisotropy subtly for clean motion-graphics surfaces.
Tune the light and camera before making extreme U/V changes.
Unique Material IDs make later selective grading much easier.

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