How does the Standard material work in Lumion?

How does the Standard material work in Lumion?

Article Details

Poster: Morten
Article ID: 521
Posted: Fri 29 Jan 2016
Approved: Yes

How does the Standard material work in Lumion?

This Knowledge Base article refers to both Lumion 5, 6 and 7. The interface now shows for Lumion 7.

Standard Material UI - Unexpanded:

Standard Material UI - Expanded tabs:

Color Map slot: This texture slot allows you to add your own Color Map texture to your model. A Color Map texture can include a socalled Alpha channel which can be used for a variety of purposes. Please see the section called Settings -> Texture Alpha below for more information.
In the Color Map slot, you can also use an  MP4 video file (maximum 50MB per file). This allows you to display animated textures for things such as a TV or a video wall.

Normal Map slot: This texture slot allows you to add your own Normal Map texture to your model (Read this article to learn what a Normal Map is). If your Normal Map contains an alpha channel, it will be used as a Gloss mask. This mask type supports 8 bits, i.e. all 256 greyscale tones in the alpha channel.

Create Normal Map: If you add a new Color Map texture to your material, Lumion will automatically create a Normal Map and a Gloss Mask which adds depth and better definition to the material. You can click on this button to add a Normal Map manually.

Flip Normal Map direction: After Lumion has created a Normal Map based on your Color Map, you can invert the depth direction by clicking on this button.

Refer also Knowledge Base Article:  How do you use the Normal Map generator?
Colorization: Between 0 and 0.5, the Color Map is tinted more and more by the colour in the colour selector. Between 0.5 and 1, the texture of the Color Map is progressively replaced by the selected colour. To lighten/darken a surface, change the Brightness slider (right vertical bar in the Color Selector).

Gloss: Reflection blurriness versus sharpness. If you use a Gloss mask in the alpha channel of the Normal Map, slider values between 0.0 to 1.0 correspond to no glossiness to whatever the greyscale value of the Gloss mask is. Slider values over 1.0 will multiply the Gloss mask value by 1x to x2 (the result is capped at 2.0). If no Gloss mask is present, it assumes that the mask is 100% white (i.e. fully glossy at a slider value of 1.0-2.0).

Reflectivity: Reflection amount. Between 1.0 and 2.0, the material switches to metallic reflections which will tint the reflections with the material colour. For mirror-like metallic reflections, you should use a metal material preset such as chrome.

Relief: Material roughness (provided that you use a blue normalmap).

Scale: Material size.
  • If you assign a Standard material to a surface and set the Scale slider to 0, the material will use imported texture coordinates from your 3D modelling application instead of automatically applied texture coordinates.
  • If you assign a Standard material to a surface and set the Scale slider to more than 0 the material will switch to automatically applied texture coordinates. Rectangular textures are always re-scaled so that they are square in Lumion.

Expanded Settings Groups:

Position tab:

X/Y/Z Offset: Adjust these sliders to change the position of the Color Map and Normal Map. This is only possible when the Scale slider value is above 0.


Heading/Pitch/Bank: Adjust these sliders to change the orientation of the Color Map and Normal Map. This is only possible when the Scale slider value is above 0.

Transparency: (new in Version 7)

  • Waxiness: Adjust this slider to change the "waxiness" of the material. The Waxiness function only works with sun light. Artificial light sources will not work. This is a known limitation. Just like in real life, materials will allow more light through than dark materials (that absorb the light), so black materials will not seem to have any effect, even when the Waxiness slider is set to the maximum amount.
  • Transparency: Adjust this slider to change the transparency of the model. The slider value is converted to various levels of transparency based on what star quality you render your images/movies in: 16 levels of transparency in 5-star render quality, 8 levels of transparency in 4-star render quality and 4 levels of transparency in 3-star render quality.


  • Emissive: A low value brightens the material and a high value makes it glow.
  • Saturation: A low value desaturates the Color Map texture and a high values makes it more saturated.
  • Specular: This slider allows you to boost the specular highlights.
  • Flicker Reduction: You should only use this setting if overlapping surfaces flicker or disappear when you move the camera. Avoid extreme Flicker Reduction values - you should only adjust it a little bit while holding down the Shift key and moving the mouse cursor left or right until the surface stops flickering. The best method is of course to make sure that your surfaces are offset a bit in your 3D modelling application, so that the flickering is less likely to occur in the first place.
  • Texture Alpha: The three buttons let you to specify whether the Alpha channel in your Color Map is used as a Reflectivity mask, a Clip mask or as an Emissive mask.
    By default, Lumion will set the second button - Color Map Alpha Clips Object - to on.
    Click here to see how to make some parts of a texture more or less reflective with a Reflectivity mask.
    Click here to see how to make some parts of a texture transparent with a a Clip mask.
    Click here to see how to make some parts of a texture more or less emissive with an Emissive mask.

Weathering: (new in Version 7)

  • This slider adds ageing and weathering effects, dirt, worn edges, moss and rust to materials.

    The first step is to select a weathering preset that matches the material you are using. Then set the slider value.

    Presets (from top left to bottom right):
       Stone, Wood, Leather
       Brushed steel, Silver/Aluminium, Gold
       Iron, Copper, Plastic

    A value of 0 means that the material is brand new. A value of 0.0 to 0.5 makes it look increasingly old. A value of 0.5 to 1.0 makes it increasingly dirty (in addition to looking old).

Foliage: (new in Version 7)

  • Spread: Adjust this slider to change the distribution amount of the leaves.
  • Leaves Size: Adjust this slider to change the size of the leaves.
  • Leaves Type: Adjust this slider to change the leaf type. There are 9 presets.
  • Spread Pattern Offset: Adjust this slider to randomize the distribution of the leaves on the model.
  • Ground Level: Adjust this slider if your model is above or below the Lumion terrain. The slider value is in meters or feet.

Tips On Foliage:
  • The Leaves do not show on the Surface:
    If Foliage is not showing you can move the Lumion Terrain up with the Terrain Tools closer to the model.  There is a limit of 100 meters from Lumion Terrain to where the Foliage can be rendered.
        Or, change Terrain Height and also use the Foliage Height slider.
  • Are the Leaves Spread Very Far Apart?
        1. The leaf density will vary depending on how big a model you assign Foliage to.
        2. There is an upper limit for the number of foliage leaves per polygon, so on a large polygon without any sub-divisions you won't see as high a leaf density.
       In other words, simply sub-divide the polygons that lack foliage density and re-import the model in Lumion. :)

See Also:
 [dot] How do I copy the material settings from one surface to another?
 [dot] How do you save and load materials?

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