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Diamond Materials

Diamond Material is a specialized shader designed for rendering gemstones — diamonds, emeralds, sapphires, rubies, and other precious stones. Unlike PBR Materials, which simulate opaque surfaces, Diamond Material uses ray-traced refraction and dispersion to produce realistic sparkle, fire, and brilliance inside the stone.

How your gemstone looks depends heavily on the HDRI environment map assigned to it. Different HDRI maps produce dramatically different sparkle patterns, so try several options from the Gems library on the left panel or create your own. All images on this page use the Gem001 HDRI map.

My diamond doesn't look right?

If your diamond looks white, flat, or lacks sparkle, the most common cause is the wrong HDRI environment map. See FAQ: Materials & Diamonds for troubleshooting steps and video tutorials on fixing common diamond issues.

Gem Shapes

If your scene contains multiple diamond shapes (round, pear, oval, princess, marquise, emerald, etc.), each shape must be on a separate material layer. For example, round diamonds should be on a "Gem 01" layer, pear shapes on a "Gem 02" layer, and so on. If different shapes share the same material layer, you won't be able to adjust settings per shape, and some stones may render incorrectly.

Video Tutorial — Fixing Diamond Rendering

Shape Examples

Round
Pear
Oval
Princess
Marquise
Emerald

How to Open

  1. Click on any gemstone object in the canvas to select it
  2. Go to the PickingPicking tab on the right panel
  3. The Picker will show the material name, and the Diamond Material section will open below with all its settings

If your object does not have a Diamond Material yet, you can assign one in two ways:

  1. From the Gems library — Open the GemsGems tab on the left panel and select any gem preset to apply it to the selected object
  2. From Picking → Diamonds — Go to the Picking panel, find the Diamonds section, and click Make Diamond. This converts the Physical Material on the selected object into a Diamond Material
Diamond Material panel

Diamond Material

Diamond Material — general viewClassic white diamond
name
input
Material name. Works the same as in PBR Materials — rename for convenience or give two objects the same name to merge their materials
wireframe
checkbox
Shows the polygon structure of the gemstone mesh
Environment
select
Select which environment map to use for this gemstone. If you have added multiple environments to the Diamonds section, you can assign different HDRIs to different stones
Color
color picker
The base color of the gemstone. White (0xffffff) for a classic diamond, or any color for colored gemstones like emerald, sapphire, or ruby
Colored diamond material
Emerald green color applied to diamond
Env Intensity
slider
Controls the overall brightness of the gemstone. Default is around 1.30. Increase for a brighter, more vivid stone; decrease for a subtler look
Env Intensity at 0.84
Env Intensity: 0.84 — slightly dimmer stone
Env Rotation Offset
slider
Rotates the HDRI map around the gemstone. Use this to find the perfect lighting angle — rotate until you see the most beautiful sparkle and fire for your current camera position
Env Rotation Offset X/Y/Z
slider
Fine-tune the environment map rotation on individual axes. Useful when one specific diamond has a bright overexposed spot — adjust these to shift the HDRI and fix it
Dispersion
slider
Adds rainbow color separation (chromatic dispersion) — the colorful "fire" effect you see in real diamonds when light splits into its spectral colors
Dispersion effect — rainbow fire
Dispersion enabled — rainbow fire effect
Absorption
slider
Intensifies the selected Color for colored gemstones. Only visible when the stone has a non-white color — higher values produce a deeper, more saturated tint
Absorption effect on colored gemstone
Absorption — intensified color on a tinted stone
Refractive Index
slider
Controls the depth and brilliance of the stone. Default is 2.60. Lower values create a shallower, less brilliant look. Increase or decrease depending on the stone shape and cut — unusual or custom cuts may need adjustment
Gamma
slider
Contrast adjustment for the gemstone's internal colors. Default is 1.00. Increase to boost contrast and make colors more vivid, decrease for a softer look
RGB Boost
3 inputs
Boost individual Red, Green, and Blue channels. An alternative to the Color picker for adding specific tints — can produce brighter, more saturated color effects
RGB Boost 2-2-2
RGB Boost: 2.0 / 2.0 / 2.0 — brighter, saturated tint
Transmission
slider
Makes the stone transparent, allowing the metal prongs and setting behind it to show through. This creates beautiful color reflections inside the gemstone from the surrounding metal
Transmission — metal prongs visible through diamond
Transmission — metal prongs visible through the stone
Reflectivity
slider
Controls how much the surface of the gemstone reflects light. Higher values create a more mirror-like top surface
Ray Bounces
slider
Number of times light bounces inside the stone. Default is 4–5. Increase up to 16 for more realistic results on certain cuts
Ray Bounces 12 — more realistic pear shape
Ray Bounces: 12 — more realistic brilliance
Diamond Oriented Lighting
slider
Changes the orientation of the environment map relative to the stone

Finding the perfect sparkle

If a diamond looks overexposed (pure white with no detail) from a certain angle, use the Env Rotation Offset sliders to rotate the HDRI map slightly. Small adjustments can dramatically change how light enters the stone and produce much better fire and brilliance.


General Settings

Mesh count
read-only
Number of meshes using this diamond material
uuid
read-only
Unique identifier for this material

Download .dmat

Download .dmat

Exports the current diamond material as a .dmat file. You can save your custom gemstone settings and reuse them later. See Export Materials for more details.


LUT

Apply a per-material Look Up Table for color grading. See the Look Up Tables (LUT) page for a full overview of how LUT works.


ThinFilmLayer

Adds a thin film interference effect that creates rainbow-like color shifting on the stone's surface. See PBR Materials — ThinFilmLayer for settings details.

ThinFilmLayer on diamond

Flat Material

Renders the gemstone without any lighting calculations — a flat, unlit appearance.


Bloom

Per-material Bloom toggle. Allows you to enable or disable the Bloom post-processing effect for this specific gemstone.


Inclusions

Diamond with inclusionsDiamond with inclusions — variant 2

Inclusions simulate the natural imperfections found inside real gemstones — tiny cracks, mineral deposits, and internal fractures that give each stone its unique character. This is especially important for colored gemstones like emeralds, sapphires, and rubies, which naturally contain visible inclusions.

You can use ready-made inclusion maps from the Gems library on the left panel, or create your own unique inclusions by adding custom maps and adjusting the settings below.

Enabled
checkbox
Toggles inclusions on or off
VariableBlur
slider
Controls the blur amount applied to inclusion textures
VariableParam1
slider
First variable parameter for inclusion rendering
VariableParam2
slider
Second variable parameter for inclusion rendering
blurRadius
slider
Radius of the blur applied to inclusions
ClampHDR
checkbox
Clamps HDR values in the inclusion rendering
SurfaceScale
slider
Scale of the surface texture for inclusions
Color Map Scale
slider
Scale of the color map used for inclusions
BumpScale
slider
Intensity of the bump effect from inclusion textures
InclusionScale
slider
Scale of the inclusion pattern inside the stone
IncNormalScale
slider
Scale of the inclusion normal map effect
InclusionRoughnessMap
image
Roughness texture for the inclusion areas
InclusionMap
image
Main inclusion texture — black-and-white map that defines where inclusions appear inside the stone
Surface Roughness
slider
Roughness of the stone's surface (not the internal inclusions)
RoughnessMap
image
Surface roughness texture map
normalMap
image
Normal map for surface detail on the stone
InclusionNormalMap
image
Normal map specifically for inclusions — adds additional surface detail to the inclusion areas
Map
image
General texture map for the gemstone surface

Auto UV Mapping

Automatic UV unwrapping for the gemstone model.


Object Actions

These buttons appear at the bottom of the Picking panel and affect the selected object.

Remove MaterialDuplicate ObjectWrap in ParentDelete Object
  • Remove Material — Strips the material from the selected object
  • Duplicate Object — Creates a copy of the selected object
  • Wrap in Parent — Wraps the selected object inside a new parent group
  • Delete Object — Permanently removes the selected object from the scene

Physics

Per-object physics body settings. See the Physics page for global physics configuration.


Transform Animation

Per-object transform animation settings for position, rotation, and scale keyframes.


Diamond Close-Up Views

Diamond — front view
Front
Diamond — side view
Side
Diamond — back view
Back

Video Tutorial