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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:

TypeDescription
BasicFlat-colored material, not affected by lighting
LambertDiffuse material with simple lighting (non-glossy)
PhongGlossy material with specular highlights
StandardPBR material with metalness and roughness (most realistic)
ToonCartoon-style cel shading
DepthRenders depth information (useful for effects)

Common Properties ​

These properties are available across all material types:

PropertyDescription
ColorBase color of the material
WireframeRender as wireframe instead of solid
TransparentEnable transparency
OpacityTransparency level (0 = invisible, 1 = fully opaque)
FogWhether the material is affected by scene fog
SideWhich face to render: Front, Back, or Double

Phong Properties ​

Additional properties when using the Phong material:

PropertyDescription
ShininessHow shiny the specular highlight is
EmissiveSelf-illumination color
ReflectivityEnvironment reflection amount
Flat ShadingUse flat shading instead of smooth

Standard (PBR) Properties ​

Additional properties when using the Standard material:

PropertyDescription
MetalnessHow metallic the surface appears (0 = non-metal, 1 = fully metallic)
RoughnessSurface roughness (0 = mirror-smooth, 1 = fully rough)
EmissiveSelf-illumination color
Flat ShadingUse flat shading instead of smooth

Texture Maps ​

Textures can be applied to standard and phong materials to add surface detail:

MapDescription
Color MapBase color texture (albedo)
Normal MapSurface detail without extra geometry
Roughness MapPer-pixel roughness variation
Metallic MapPer-pixel metalness variation
AO MapAmbient occlusion for soft shadows in crevices
Bump MapHeight-based surface detail

To apply a texture:

  1. Upload an image via the Assets Panel
  2. 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:

OptionDescription
Repeat X / YHow many times the texture tiles on each axis
Offset X / YShifts the texture on each axis
WrappingWhat happens beyond the texture's edge: Repeat, Clamp to edge, or Mirrored repeat
MappingHow 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.