Materials


















This group covers what surfaces are made of: stylized finishes, physically based metal, glass, subsurface, thin film, and the map set that varies any of them per pixel.
| Sketch | What it shows |
|---|---|
| Materials | The material library. One orbiting sphere grid shows each built-in Material (.iridescent/.soapBubble/.velvet/.jade/.toon/.gooch/…), and the view-angle finishes shift as it turns. |
| Inked | The cartoon look: toon solids with an ink line around every shape (outline(width:color:)), under a three-point rig that follows the camera (relativeTo(.camera)), a world sun, or a headlight(), switched by a parameter. |
| PhysicalMaterials | The physically-based finish as a metallic × roughness sweep. Material.physicallyBased shades one sphere grid from tight mirror highlights to matte, and from dielectric to metal. |
| Matcap | Matcaps. A whole surface-and-lighting look is baked into one sphere texture and sampled by the view normal (matcap(_:)). That gives chrome, clay, wax, or a cel look with no scene lights at all. |
| Explorer | The material explorer. Every finish is shown on one shape, with its parameters to adjust. |
| SurfaceMaps | The rest of the surface-map set: metallic-roughness, occlusion, and emissive maps, each varying a finish per pixel. |
| NormalMaps | Normal maps: per-pixel surface relief without per-pixel geometry. |
| Detail | Detail maps: texture that stays sharp under a close look. |
| Parallax | A photographed stone wall read two ways: parallax occlusion and real displacement. |
| Triplanar | Talavera tilework on meshes with no uvs at all, projected from three directions. |
| Decals | Pictures stamped onto the scene, projected rather than mapped. |
| Glass | Physically-based transmission and refraction. |
| SeeThrough | The scene showing through glass, with no ray tracing. |
| LiveSurface | The camera frame wraps a globe and lights it, so a live feed serves as a surface. |
| CoatAndCloth | Clearcoat and sheen, the two layered finishes on the physically-based material. |
| Subsurface | Light that travels under the surface before it comes back out. |
| BrushedMetal | Anisotropic specular: brushed, turned, and satin finishes whose highlight is a streak instead of a dot. |
| ThinFilm | Thin-film interference two ways: a series of nm thicknesses on a physically-based surface, and animated soap bubbles on thin glass. |
Run one with swift run Example-3D-Materials-<Name>, for example swift run Example-3D-Materials-Materials.