Creates a Mesh Standard Material


## Description

This material needs lights to be visible.


## Parameters

<table>
<thead>
	<tr>
		<th>Name</th>
		<th>Type</th>
		<th>Description</th>
	</tr>
</thead>
<tr>
	<td>color</td>
	<td><div class='bg-lime-800 px-2 py-px text-white rounded-sm'>color</div></td>
	<td>material color</td>
</tr>
<tr>
	<td>useVertexColors</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the color attribute on the geometry is used</td>
</tr>
<tr>
	<td>transparent</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>sets the material to transparent</td>
</tr>
<tr>
	<td>opacity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>sets the material opacity</td>
</tr>
<tr>
	<td>alphaTest</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>sets the min alpha below which the material is invisible</td>
</tr>
<tr>
	<td>useMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to use a map affecting color</td>
</tr>
<tr>
	<td>map</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>texture map affecting color</td>
</tr>
<tr>
	<td>useAlphaMap</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 an alpha map</td>
</tr>
<tr>
	<td>alphaMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the alpha map COP node</td>
</tr>
<tr>
	<td>useAOMap</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 an ambient occlusion map</td>
</tr>
<tr>
	<td>aoMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the AO map COP node</td>
</tr>
<tr>
	<td>aoMapIntensity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>ambient occlusion intensity</td>
</tr>
<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>emissive</td>
	<td><div class='bg-lime-800 px-2 py-px text-white rounded-sm'>color</div></td>
	<td>emissive color</td>
</tr>
<tr>
	<td>useEmissiveMap</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 emissive map</td>
</tr>
<tr>
	<td>emissiveMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the emissive map COP node</td>
</tr>
<tr>
	<td>emissiveIntensity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>emissive intensity</td>
</tr>
<tr>
	<td>useEnvMap</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 an environment map</td>
</tr>
<tr>
	<td>envMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the environment map COP node</td>
</tr>
<tr>
	<td>envMapIntensity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>environment intensity</td>
</tr>
<tr>
	<td>envMapRotation</td>
	<td><div class='bg-blue-800 px-2 py-px text-white rounded-sm'>vector3</div></td>
	<td>environment rotation</td>
</tr>
<tr>
	<td>useLightMap</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 light map</td>
</tr>
<tr>
	<td>lightMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the light map COP node</td>
</tr>
<tr>
	<td>lightMapIntensity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>light. When set to 0, reflections from environment maps will be very sharp, or blurred when 1. Any value between 0 and 1 can help modulate this.</td>
</tr>
<tr>
	<td>useNormalMap</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 normal map</td>
</tr>
<tr>
	<td>normalMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the normal map COP node</td>
</tr>
<tr>
	<td>normalMapType</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>type of normal map being used</td>
</tr>
<tr>
	<td>normalScale</td>
	<td><div class='bg-teal-800 px-2 py-px text-white rounded-sm'>vector2</div></td>
	<td>How much the normal map affects the material. Typical ranges are 0-1</td>
</tr>
<tr>
	<td>normalScaleMult</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>Normal Map Scale Multiplier, which multiples normalScale</td>
</tr>
<tr>
	<td>useMetalnessMap</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 metalness map</td>
</tr>
<tr>
	<td>metalnessMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the metalness map COP node</td>
</tr>
<tr>
	<td>metalness</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>metalness. It's recommended to either set this value to 0 or to 1, as objects are either metallic or not. Any value in between tends to look like an alien plastic</td>
</tr>
<tr>
	<td>useRoughnessMap</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 roughness map</td>
</tr>
<tr>
	<td>roughnessMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the roughness map COP node</td>
</tr>
<tr>
	<td>roughness</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>roughness. When set to 0, reflections from environment maps will be very sharp, or blurred when 1. Any value between 0 and 1 can help modulate this.</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>
<tr>
	<td>wireframe</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to set material to wireframe</td>
</tr>
<tr>
	<td>wireframeLinewidth</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>wireframe line width</td>
</tr>
<tr>
	<td>wireframeLinecap</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>define appearance of line ends</td>
</tr>
<tr>
	<td>wireframeLinejoin</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>Define appearance of line joints</td>
</tr>
<tr>
	<td>useFog</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on if you have a fog in the scene and the material should be affected by it</td>
</tr>
</table>