Creates a Mesh Basic Material


## Description

This material only emits a color and does not react to light. It is therefore the less resource intensive material.


## Parameters

<table>
<thead>
	<tr>
		<th>Name</th>
		<th>Type</th>
		<th>Description</th>
	</tr>
</thead>
<tr>
	<td>useBumpMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use a bump map</td>
</tr>
<tr>
	<td>bumpMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the bump map COP node</td>
</tr>
<tr>
	<td>bumpScale</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>bump scale</td>
</tr>
<tr>
	<td>bumpBias</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>bump bias</td>
</tr>
<tr>
	<td>useDisplacementMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use a displacement map</td>
</tr>
<tr>
	<td>displacementMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the displacement map COP node</td>
</tr>
<tr>
	<td>displacementScale</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>displacement scale</td>
</tr>
<tr>
	<td>displacementBias</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>displacement bias</td>
</tr>
<tr>
	<td>flatShading</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the material is flat shaded</td>
</tr>
<tr>
	<td>doubleSided</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the material is double sided or not</td>
</tr>
<tr>
	<td>front</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>if the material is not double sided, it can be front sided, or back sided</td>
</tr>
<tr>
	<td>overrideShadowSide</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>override the default shadowSide behavior</td>
</tr>
<tr>
	<td>shadowDoubleSided</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines which side(s) are used when rendering shadows</td>
</tr>
<tr>
	<td>shadowFront</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>if the material is not double sided, it can be front sided, or back sided, when computing shadows</td>
</tr>
<tr>
	<td>colorWrite</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the objects using this material will be rendered in the color buffer. Setting it to false can have those objects occlude the ones behind</td>
</tr>
<tr>
	<td>depthWrite</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the objects using this material will be rendered in the depth buffer. This can often help transparent objects</td>
</tr>
<tr>
	<td>depthTest</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle depth test</td>
</tr>
<tr>
	<td>premultipliedAlpha</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>premultipliedAlpha</td>
</tr>
<tr>
	<td>blending</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>blending</td>
</tr>
<tr>
	<td>dithering</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>dithering, which can be useful when using postprocessing and banding appears on some objects</td>
</tr>
<tr>
	<td>polygonOffset</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>activate polygon offset</td>
</tr>
</table>