Vanilla Materials

expert

WARNING

Materials are not for the faint of heart. Be prepared for potential crashes, content log errors, and long loading times.

Materials are extremely useful for making entities more unique. You can make new ones for your addons, or use pre-existing vanilla materials.

You can learn more about creating materials here.

List of Vanilla Materials

Vanilla_Material
alpha_block
alpha_block_color
banner
banner_pole
beacon_beam
beacon_beam_transparent
charged_creeper
conduit_wind
entity
entity_alphablend
entity_alphablend_nocolorentity_static
entity_alphatest
entity_alphatest_change_color
entity_alphatest_change_color_glint
entity_alphatest_glint
entity_alphatest_glint_item
entity_alphatest_multicolor_tint
entity_beam
entity_beam_additive
entity_change_color
entity_change_color_glint
entity_custom
entity_dissolve_layer0
entity_dissolve_layer1
entity_emissive
entity_emissive_alpha
entity_emissive_alpha_one_sided
entity_flat_color_line
entity_glint
entity_lead_base
entity_loyalty_rope
entity_multitexture
entity_multitexture_alpha_test
entity_multitexture_alpha_test_color_mask
entity_multitexture_color_mask
entity_multitexture_masked
entity_multitexture_multiplicative_blend
entity_nocull
guardian_ghost
item_in_hand
item_in_hand_entity_alphatest
item_in_hand_entity_alphatest_color
item_in_hand_glint
item_in_hand_multicolor_tint
map
map_decoration
map_marker
moving_block
moving_block_alpha
moving_block_alpha_seasons
moving_block_alpha_single_side
moving_block_blend
moving_block_double_side
moving_block_seasons
opaque_block
opaque_block_color
opaque_block_color_uv2

Properties

Materials can have a range of different properties which affect their appearance, including:

Backface-Culling

This makes the inside faces of models not render.

Alpha Channel

Enables analogue translucency, usage of the alpha channel of textures.

Emissive

Causes the texture to not be affected by dim lighting, and appear to glow. If there is usage of the alpha channel, the emissivity is in direct proportion to how transparent each individual pixel is.

Set Translucency

Regardless of other properties, is always completely rendered at a pre-determined translucency.

Texture Blending

When multiple textures are present, may use a filter of sorts to change the entities appearance, based on the textures.

Details on the Materials

The following is a last of each material, along with general known properties. The names are vague pointers to what each will do, some may act rather unpredictably, or have undocumented usages, so this only is what's certain for each:

WARNING

The following section has currently only been tested for with single textures. Take it all with a pinch of salt. It is highly recommended to experiment with the materials yourself.

alpha_block

  • Backface-culling
  • Completely Opaque

alpha_block_color

  • Backface-Culling
  • Translucencies as Transparent

Inconsistently renders objects with transparency behind.

  • N/A

Inconsistently renders objects with transparency behind.

  • Backface-Culling
  • Transparency

beacon_beam

  • Completely Opaque

beacon_beam_transparent

This one is rather different. Particles that are behind it are rendered in front, and it appears to have "Frontface-Culling".

  • Alpha Channel

charged_creeper

Inconsistently renders objects with transparency behind.

  • Emissive
  • Set Translucency

conduit_wind

  • Transparency
  • Translucency as Transparency

entity

  • Completely Opaque
  • Backface Culling

entity_alphablend

Inconsistently renders objects with transparency behind.

  • Backface-Culling
  • Alpha Channel

entity_alphablend_nocolorentity_static

  • Unknown
  • Potential Crash

entity_alphatest

  • Transparency
  • Translucency as Transparency

entity_alphatest_change_color

  • Transparency
  • Translucency as Opaque

entity_alphatest_change_color_glint

  • Unknown

entity_alphatest_glint

  • Unknown

entity_alphatest_glint_item

  • Unknown

entity_alphatest_multicolor_tint

  • Greyscale
  • Backface-Culling
  • Transparency
  • Translucency as Opaque

entity_beam

  • Transparency
  • Translucency as Transparency

entity_beam_additive

Particles always render on top

  • Transparency
  • Emissive
  • Backface-Culling
  • Set Translucency

entity_change_color

  • Completely Opaque

entity_change_color_glint

  • Unknown

entity_custom

Inconsistently renders objects with transparency behind.

  • Backface-Culling
  • Alpha Channel

entity_dissolve_layer0

Inconsistently renders objects with transparency behind.

  • Unknown

entity_dissolve_layer1

  • Unknown

entity_emissive

  • Emissive
  • Completely Opaque
  • Backface-Culling

entity_emissive_alpha

  • Emissive
  • Alpha Channel
  • Transparency

entity_emissive_alpha_one_sided

  • Emissive
  • Alpha Channel
  • Transparency
  • Backface-Culling

entity_flat_color_line

  • Backface-Culling
  • Completely Opaque

entity_glint

  • Unknown

entity_lead_base

Inconsistently renders objects with transparency behind.

  • Alpha Channel

entity_loyalty_rope

  • Unknown

entity_multitexture

  • Unknown

entity_multitexture_alpha_test

  • Unknown

entity_multitexture_alpha_test_color_mask

  • Unknown

entity_multitexture_color_mask

  • Unknown

entity_multitexture_masked

  • Unknown

entity_multitexture_multiplicative_blend

  • Unknown

entity_nocull

  • Completely Opaque

guardian_ghost

Inconsistently renders objects with transparency behind.

  • Backface-Culling
  • Alpha Channel

item_in_hand

  • Completely Opaque
  • Backface-Culling

item_in_hand_entity_alphatest

  • Transparency
  • Translucency into either Opaque or Transparent depends on level.

item_in_hand_entity_alphatest_color

  • Transparency
  • Translucency into either Opaque or Transparent depends on level.

item_in_hand_glint

  • Unknown

item_in_hand_multicolor_tint

  • Greyscale
  • Completely Opaque
  • Backface-Culling

map

  • Transparency
  • Translucency into either Opaque or Transparent depends on level.

map_decoration

  • Backface-Culling
  • Transparency
  • Translucency into either Opaque or Transparent depends on level.

map_marker

  • Backface-Culling
  • Transparency
  • Translucency into either Opaque or Transparent depends on level.
  • Potential Crash

moving_block

  • Completely Opaque
  • Backface-Culling

moving_block_alpha

  • Backface-Culling
  • Transparency
  • Translucency into either Opaque or Transparent depends on level.

moving_block_alpha_seasons

  • Translucency into either Opaque or Transparent depends on level.
  • Transparency

moving_block_alpha_single_side

  • Backface-Culling
  • Transparency
  • Translucency into either Opaque or Transparent depends on level.

moving_block_blend

Inconsistently renders objects with transparency behind.

  • Backface-Culling
  • Alpha Channel

moving_block_double_side

  • Completely Opaque

moving_block_seasons

  • Completely Opaque
  • Backface-Culling

opaque_block

  • Completely Opaque
  • Backface-Culling

opaque_block_color

  • Completely Opaque
  • Backface-Culling

opaque_block_color_uv2

  • Completely Opaque
  • Backface-Culling

WARNING

Please note, that these have also only been tested using a RenderDragon platform. Non-RenderDragon visuals may differ.

Contributors

MedicalJewel105SmokeyStack