Hypershade¶
Hypershade is the Designer's node-graph material editor. It is named after Maya's panel of the same role for parity reasons: same mental model, simpler scope.
Open¶
Hypershade > Open Hypershade… or Window > Hypershade. The
panel opens as a tab; drag its title bar to dock.
Layout¶
- Node graph (left, large): nodes + connections. Drag from a node's output port to another node's input port.
- Node library (right, narrow): searchable list of node kinds.
- Preview (bottom): a small live-rendered sphere or your selected geometry showing the active material.
Node kinds¶
The library groups nodes into folders:
| Folder | Nodes |
|---|---|
| Inputs | Color, Float, Vector, Texture, Procedural Texture (Noise, Voronoi, Checker) |
| Math | Add, Subtract, Multiply, Divide, Lerp, Clamp, Pow, Smoothstep |
| Color | Mix, Hue/Saturation, Levels, Gamma |
| Geometry | UV, Normal, Position, Tangent |
| Lighting | Fresnel, Layer Weight (view-angle blend) |
| Output | PBR Surface (the final node) |
A material is a graph terminating in one PBR Surface node.
A minimum material¶
The simplest material is one PBR Surface node with an Albedo color input:
- Drag PBR Surface from the library to the graph.
- Drag Color to the graph; pick a hex value.
- Connect Color's
outto PBR Surface'salbedoport. - Assign the material: right-click the PBR Surface > Assign to Selection.
The selected Mesh3D placement now renders with that color.
Common patterns¶
Texture into albedo¶
- Texture node → set its file path.
- Connect its
rgbto PBR Surface'salbedo.
The Mesh3D's UV is used by default; override by adding a UV node in front.
Roughness from a grayscale texture¶
- Texture node with a grayscale roughness map.
- Connect its
r(just the red channel) to PBR Surface'sroughness.
Fresnel-driven specular¶
- Fresnel node with an exponent of 5.
- Connect to PBR Surface's
specular_intensity.
The surface gets glossier at grazing angles. Useful for car paint or iridescent wings.
Live preview¶
The bottom preview sphere updates every node change. If your material has UV-mapped textures, the sphere shows them spherically mapped; toggle the preview shape to Selected to see the material on your actual geometry.
Saving materials¶
Hypershade > Save Material As… writes the material's node graph
to a .elymaterial file (JSON, similar in spirit to .elybrush).
Reuse across projects via Load Material….
Limitations (v1)¶
- Subsurface scattering is not exposed as a node; use the SSS attributes on the PBR Surface directly.
- No volumetric / emissive node graph in v1; PBR Surface's
emissiveinput handles solid color emission only. - No custom shader code injection; node-graph only.
See also¶
- Lights: light scenes for material preview.
- Color space: how textures + materials interact with the working color space.
- Texture transfer pipelines
generate textures the material consumes.