Flyshare Material // Specimen bench
There is one light in this room and it is your cursor. A material is not a colour — it is what it does with that light.
Scroll for the data sheet
Flyshare Material // Data sheet
The bench is where you see material. This is where it gets specified. Every value on this sheet is the value the shading above is running on — change one here and the specimen changes with it.
//Specimens
Industrial design meets the dark empire. Metal, light, high gloss — and nothing else. They come from a photograph or a render, never from a gradient. What separates them is not colour: it is how wide the reflected lobe opens, and the lobe opens by roughness × 90°. M.01 is a ±22° fan. M.03 collapses to a ±4° needle. M.02 has no lobe at all, because it has no incident ray — it emits. The three diagrams below are polar plots of the same function the bench is shading with, drawn at true angle.
| Base colour | #A6A6A6 |
| Roughness | 0.25 |
| Metalness | 1.00 |
| Lobe | ±22.5° |
| F0 · head-on | 0.92 |
Anisotropic. The grain runs one way, so the highlight is a streak, not a spot.
| Base colour | #E11C16 |
| Roughness | 0.30 |
| Metalness | 0.00 |
| Emission | #FF3B30 @ 1.9 |
| F0 · head-on | — |
Never a black base under an emitter. And it still needs its chamfer, or it is a silhouette.
| Base colour | #FFFFFF |
| Roughness | 0.05 |
| Metalness | 0.00 |
| Lobe | ±4.5° |
| F0 · head-on | 0.04 |
One sweep makes lacquer. Two make a gradient.
//Construction
A panel gap on a car body is a decision, not a softening. A rounded edge reads as moulded plastic, and it breaks the logo rule outright — the arrow tip is never rounded, in 2D or in 3D. The specimen on the bench carries a flat 45° chamfer, and that is why the light along its edge is a band with two hard boundaries. A fillet turns the same edge into a smear, which is the whole difference between a machined part and a moulded one.
//Light
One source, and everything obeys it. Move the lamp away from the specimen and the fall is not a slope, it is a curve — that single detail is what separates real light from a CSS glow. It is also why a source and a lit surface can never be styled the same way, and why section A–A on the bench inverts the moment M.02 is selected: there is nothing coming in. The curve below is the exact function the bench is running, plotted against the straight line most interfaces use instead. Half power at one reference distance, and it never reaches zero.