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Blinn Material Node

By Kriss Norde

Blinn is Fusion's basic shader: a Blinn-Phong illumination model (plastic surfaces, matte paint, simple objects). It supports 5 independent material inputs: Diffuse Texture, Specular Color, Specular Intensity, Specular Exponent, Bump Map. It is the default shader on 3D primitives.

Overview

Blinn implements the Blinn-Phong model - the highlight is computed from the dot product of the normal and the half vector (the angle between the light source and the viewer). It is the default shader on every Fusion geometry node (Cube 3D, Shape 3D, Image Plane 3D…).

Fast, simple, enough for 80% of cases. For more complex materials (metals, glass, refraction), move to Cook Torrance (PBR) or Reflect (metals/glass with reflections and refractions).

Where to find this node

  • Effects Library: Tools > 3D > Material > Blinn
  • Quick add: right-click in the Node Editor → Add Tool > 3D > Material > Blinn

Inputs (5 material inputs)

Unlike most nodes, Blinn exposes five material inputs to break down the shading:

  • Diffuse Texture (orange) - main color map (2D image or 3D material). Replaces the Diffuse Color set in the Inspector.
  • Specular Color (green) - tint of the highlights. Use textures for local variations (metals tinted per area).
  • Specular Intensity (magenta) - highlight intensity map. Uses the alpha channel of a 2D image.
  • Specular Exponent (teal) - highlight sharpness map. Uses the alpha channel of a 2D image.
  • Bump Map (white) - 3D material only (Bump Map node). Adds relief without changing the geometry.

Most inputs are optional - you can use a Blinn with just values in the Inspector, without connecting any texture.

Setup

MediaIn (texture) ──→ Blinn (green input)
                         ↓
                    Shape 3D (green MaterialInput)
                         ↓
                    Merge 3D ← Light ← Camera
                         ↓
                    Renderer 3D

Alternative: connect the Blinn directly to an object's MaterialInput (without going through a texture node).

Diffuse section

Diffuse Color (default: neutral gray)
Base color of the surface when lit by ambient or indirect light. Overridden if a Diffuse Texture is connected.
Alpha
Transparency channel of the material. Allows a partially transparent object.
Opacity (default: 1.0)
Overall opacity. 1.0 = opaque, 0.5 = semi-transparent, 0.0 = invisible.

Specular section: the highlights

Highlights are what sets plastic apart from metal or a matte object.

Specular Color
Color of the highlight. White for plastic / non-metallic surfaces. Tinted (gold, copper, silver) to simulate a metal without using Cook Torrance.
Specular Intensity
Strength of the highlight. Low for a matte look, high for a shiny look.
Specular Exponent (roughness)
Sharpness of the highlight. Low (1-10) = diffuse highlight, rough surface. High (30-100+) = very concentrated highlight, smooth / glossy surface.

Transmittance section

Controls how light passes through the material (for partially translucent surfaces or to handle cast shadows).

Attenuation
Amount of light transmitted per RGB channel. Different attenuation per channel = a tinted transparency effect.
Alpha Detail
Sets the behavior of shadows cast by a semi-transparent material.
Color Detail
Modulates the transmitted color by the surface color.
Saturation
Controls the saturation of the shadows.
Two-Sided Lighting
Enables lighting on back faces. Essential for thin geometry (tree leaves, fabric) where both sides are visible.
Receives Lighting / Shadows
Toggles to turn off receiving lighting or shadows (useful for stylized unlit / emissive materials).

Blinn vs other shaders

Blinn (this node)
Simple, fast model. Highlight from the half vector. Perfect for plastic, paint, non-metallic surfaces.
Phong
Older model. Highlight from the reflection vector. A subtle visual difference from Blinn (slightly more intense highlights).
Cook Torrance
Physically based (PBR) model. Handles metals and anisotropic surfaces correctly. Slower but more realistic.
Ward
Anisotropic model (highlights stretched in one direction). For brushed metal, hair, etc.
Reflect
Not an illumination shader but a reflection/refraction shader. Combine it with Blinn for mixed materials.

Rule: Blinn by default. Cook Torrance for serious PBR. Reflect to add reflections to an existing shader.

Use cases

  • Colored plastic object - saturated Diffuse Color, white Specular Color, moderate Intensity, Exponent 30-50. A classic for toys and plastic packaging.
  • Matte painted surface - Diffuse Color of your choice, low Specular Intensity, low Exponent (5-10). An "acrylic paint" look.
  • Stylized chrome / metal - very dark Diffuse, light gray Specular Color, high Intensity, Exponent 80+. An approximate metal look - for photorealism, switch to Cook Torrance.
  • Translucent tree leaf - green Diffuse, Two-Sided Lighting on, low green Transmittance Attenuation for slight transparency.
  • Simple 3D text - Blinn with a Diffuse texture (logo/pattern), Exponent 50+ for a shiny look, combined with a Replace Material 3D on a Text 3D.
  • Local variations - connect a texture (e.g. noise) to Specular Intensity → the highlight varies across the object (worn surface effect).

Tips

  • White Specular Color for plastic, tinted for pseudo-metal. Physical rule: plastic = white highlight whatever the base color; metal = highlight tinted by the metal's color.
  • Higher Exponent = glossier - 8 = matte, 32 = satin, 128 = glossy, 256+ = very shiny (chrome-like).
  • Bump Map without changing the geometry - connect a Bump Map (3D texture) to the Bump input to add apparent relief without increasing the polygon count.
  • Two-Sided Lighting for leaves, flags, thin fabric. Without it, the back face looks black.
  • Material ID to extract a per-material mask in the Renderer 3D (lets you color correct selectively per shader).
  • For an anisotropic effect (brushed metal), switch to Ward. Blinn only handles isotropic (round) highlights.