Materials
The material tab in the inspector controls how a mesh or model is rendered. You can change the material type, adjust its properties, and apply textures.
Material Types
Select a material type from the dropdown at the top of the material tab:
| Type | Description |
|---|---|
| Basic | Flat-colored material, not affected by lighting |
| Lambert | Diffuse material with simple lighting (non-glossy) |
| Phong | Glossy material with specular highlights |
| Standard | PBR material with metalness and roughness (most realistic) |
| Toon | Cartoon-style cel shading |
| Depth | Renders depth information (useful for effects) |
Common Properties
These properties are available across all material types:
| Property | Description |
|---|---|
| Color | Base color of the material |
| Wireframe | Render as wireframe instead of solid |
| Transparent | Enable transparency |
| Opacity | Transparency level (0 = invisible, 1 = fully opaque) |
| Fog | Whether the material is affected by scene fog |
| Side | Which face to render: Front, Back, or Double |
Phong Properties
Additional properties when using the Phong material:
| Property | Description |
|---|---|
| Shininess | How shiny the specular highlight is |
| Emissive | Self-illumination color |
| Reflectivity | Environment reflection amount |
| Flat Shading | Use flat shading instead of smooth |
Standard (PBR) Properties
Additional properties when using the Standard material:
| Property | Description |
|---|---|
| Metalness | How metallic the surface appears (0 = non-metal, 1 = fully metallic) |
| Roughness | Surface roughness (0 = mirror-smooth, 1 = fully rough) |
| Emissive | Self-illumination color |
| Flat Shading | Use flat shading instead of smooth |
Texture Maps
Textures can be applied to standard and phong materials to add surface detail:
| Map | Description |
|---|---|
| Color Map | Base color texture (albedo) |
| Normal Map | Surface detail without extra geometry |
| Roughness Map | Per-pixel roughness variation |
| Metallic Map | Per-pixel metalness variation |
| AO Map | Ambient occlusion for soft shadows in crevices |
| Bump Map | Height-based surface detail |
To apply a texture:
- Upload an image via the Assets Panel
- In the material tab, drop the image onto the texture slot you want to fill (or pick it from the asset picker)
Texture Options
Once a texture is applied, its card expands to reveal per-texture options:
| Option | Description |
|---|---|
| Repeat X / Y | How many times the texture tiles on each axis |
| Offset X / Y | Shifts the texture on each axis |
| Wrapping | What happens beyond the texture's edge: Repeat, Clamp to edge, or Mirrored repeat |
| Mapping | How the texture is projected: UV, Cube, or Equirectangular |
Wrapping is linked across both axes by default — use the link/unlink toggle to set the horizontal (S) and vertical (T) wrapping modes independently.
TIP
The Standard material type provides the most realistic results and is recommended for most use cases. It uses physically-based rendering (PBR) which produces consistent, predictable lighting.
