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PhongMaterial_v5 Op



There is a newer version of this op!

This version will not receive any updates. It is recommended to use a newer version.

Current version: Ops.Gl.Phong.PhongMaterial_v6

A shaded material for lighting objects

summary (oneliner)

This is probably the most classic material of them all.

It works stand-alone or in conjunction with the light ops.

The op features 2 different diffuse color models, standard Lambert & Oren-Nayar.
Furthermore, there is a dropdown menu for 4 different specular models:
Blinn-Phong, Schlick, Phong, Gauss.

It also has Fresnel capabilities & emissive color & physical energy conservation of light (if desired).



example patch id

youtube id

caniuse query


related ops


Trigger In (Trigger)

Trigger in

Diffuse Color

R (Number)

Diffuse Red Value

G (Number)

Diffuse Green Value

B (Number)

Diffuse Blue Value

A (Number)


Oren-Nayar Diffuse

Enable (boolean /Number)

check to enable the alternative oren-nayar diffuse mode

Albedo (Number)

Albedo of the diffuse color

Roughness (Number)

Roughness of the diffuse color


Active (boolean /Number)

check to activate fresnel

Fresnel Intensity (Number)

Amount of Fresnel effect

Fresnel Width (Number)

Width of Fresnel effect

Fresnel Exponent (Number)

Exponent (Fade) of Fresnel effect

Fresnel R (Number)

Fresnel Red Value

Fresnel G (Number)

Fresnel Green Value

Fresnel B (Number)

Fresnel Blue Value

Emissive Color

Emissive Active (boolean /Number)

toggle to render emissive color

Color Intensity (Number)

intensity of emissive color

Emissive R (Number)

Emissive Red Value

Emissive G (Number)

Emissive Green Value

Emissive B (Number)

Emissive Blue Value


Shininess (Number)

Size of the specular reflection, the greater the value the smaller the reflection

Specular Amount (Number)

Amount of the specular reflection

Specular Model index (integer /Number)


Specular Model (String)

choose between 4 different specular modes:

Light Options

Energy Conservation (boolean /Number)

check to apply physical energy conservation

Double Sided Material (boolean /Number)

check to render material double sided

Falloff Mode index (integer /Number)

Light Options

Falloff Mode (String)

Choose between 4 different falloff modes: a (original mode), b (smoothed original), c (unreal 4 falloff), d (inverse square falloff - oldschool)


Diffuse Texture (Object)

Diffuse texture input

Specular Texture (Object)

Specular texture input

Normal Map (Object)

Normal Map input

AO Texture (Object)

Ambient Occlusion texture input

Emissive Texture (Object)

Emissive texture input

Opacity Texture (Object)

Opacity texture input

Environment Map (Object)

environment map texture input

Env Map Mask (Object)

environment map mask texture input

Texture Transforms

Colorize Texture (boolean /Number)

check to colorize texture

Diffuse Repeat X (Number)

How often a texture is repeated on the X axis (applied to all textures)

Diffuse Repeat Y (Number)

How often a texture is repeated on the Y axis (applied to all textures)

Texture Offset X (Number)

texture pixel offset on the C axis (applied to all textures)

Texture Offset Y (Number)

texture pixel offset on the Y axis (applied to all textures)

Texture Intensities

Specular Intensity (Number)

intensity of the specular texture

Normal Map Intensity (Number)

intensity of the normal map

AO Intensity (Number)

intensity of the Ambient Occlusion texture

Emissive Intensity (Number)

intensity of the emissive map

Env Map Intensity (Number)

intensity of the environment map

Env Mask Intensity (Number)

intensity of the environment map mask

Alpha Mask Source index (integer /Number)

which channel of the alpha texture to use for multiplying

Opacity Texture

Alpha Mask Source (String)

choose which component of texture should be used for alpha masking: r, g, b, a or luminance

Discard Transparent Pixels (boolean /Number)

check to discard transparent pixels


Trigger Out (Trigger)

Trigger out

Shader (Object)

Shader out

Caught a mistake or want to contribute to the documentation?

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PhongMaterial_v5 example

Example for the PhongMaterial op.

Open Example In Editor

Patches using PhongMaterial_v5


Ops.User.cables.PhongMatNew renamed to Ops.Admin.PhongMaterial_v5
2020-05-14 - cables

Ops.Admin.PhongMaterial_v5 renamed to Ops.Gl.Phong.PhongMaterial_v5
2020-07-29 - pandur