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Materials

A material decides how a surface looks. Choose a material type, set up texture maps and reuse materials across your project.

Every field, with its range and default, is in the component reference. The texture maps each type accepts are listed in material maps.

Slots​

A material component holds a list of slots, one material in each. On an imported model, the slots follow the model's parts (submeshes) in order: slot 1 paints the first part, slot 2 the second. That is how one chair can be both wood and fabric.

Objects you build from a primitive have one slot. That is usually all they need.

Moving a slot keeps its settings

You can reorder slots freely. A slot keeps its settings when you move it.

Choose a type​

TypeUse it when
standardyou want a realistic look. Start with this one.
physicalyou need glass, varnish, a clear coat or refraction
basicyou want flat colour that ignores lighting
toonyou want a cartoon look with bands of shading
normalyou are checking a surface for problems
chromakeyyou have a video with a colour to remove, like a green screen
occluderyou want an invisible shape that hides things behind it
refyou want to reuse a material saved as a resource

Each type has its own settings, so the panel shows more or fewer fields when you switch type.

Settings every type has​

SettingWhat it does
colorthe base colour
opacity0 to 1
transparentmust be on for opacity below 1 to have any effect
sidewhich faces are drawn: front, back or both
wireframedraws the edges only
visiblewhether it is drawn at all

Extra settings by type​

TypeExtra settings
standardmetalness, roughness, emissive, emissiveIntensity
physicalall of the above, plus clearcoat, clearcoatRoughness, transmission, thickness, ior
toonemissive, emissiveIntensity, and a gradient ramp
normalflatShading, and no colour
chromakeykeyColor, similarity, smoothness, spill; transparent by default
occluderonly side
Start with roughness

If a surface looks wrong, change roughness first. Real surfaces are either bare metal or not, so metalness is usually 0 or 1. Values in between mostly look like a mistake.

Physical settings​

  • clearcoat adds a glossy layer on top: car paint, varnished wood, a phone screen.
  • transmission with thickness and ior gives you glass and liquid. Light passes through the surface and bends instead of bouncing off.
They cost nothing until you use them

Left at their defaults, the physical settings add no work, so physical runs as fast as standard. Transmission does add real work, so use it only where it matters.

Texture maps​

Each texture map is an image plus its options. Usually the image alone is enough. Use the options to fix a texture that repeats wrongly or looks stretched.

OptionWhat it controls
repeat, offset, centerhow the texture repeats and where it sits
rotationrotation, in degrees
wrapS, wrapTrepeat, clamp or mirror at the edges
magFilter, minFilterhow it looks up close and far away
anisotropy1–16: sharpness when seen at a steep angle
generateMipmapssmaller versions of the image for distance
colorSpacehow the image's values are read
channelwhich set of texture coordinates (UV) to use, 0–3
flipY, premultiplyAlphaorientation and transparency handling
Set the colour space correctly

Some images hold colour. Others hold numbers: roughness, a mask, a height map. The two must be read differently. With the wrong colour space on a roughness map, the surface looks slightly off, and it is hard to tell why. If a map is not a picture, treat it as data.

Reuse a material​

Save a material once, then apply it to as many objects as you like.

  1. Set up the material on one object and open it in Edit material.
  2. Press Save to project. To use it in other projects too, press Save to team library.
  3. On another object, click the two-arrows button on a material slot. The Material library opens.
  4. Pick a tab — Project, Team or Creator Hub — and click a material.

Applying a material links the slot to it: the slot becomes a ref slot. A material from Team or Creator Hub is first copied into your project, and the slot links to that copy.

Change it once, and every object updates

All objects linked to one material look the same. If forty objects share it, you edit the saved material once, and all forty update. For an object that should look different, save and apply a separate material.

Occluder and chroma key​

Occluder is an invisible shape that hides whatever is behind it. This is what makes AR content look like it is really there. Put an occluder where a real pillar stands, and your virtual content disappears behind the pillar.

Chroma key removes one colour from a video, like a green screen. A filmed person can then stand in your scene without a rectangle around them. To set it up:

  1. Raise similarity until the background disappears.
  2. Adjust smoothness to soften the edge.
  3. Adjust spill to remove the green tint from the person's edges.

Material graphs​

If no type gives you the look you need, build the material as a graph. The material you build yourself runs just as fast as a ready-made one — in the browser and in the app. → Material graphs


Next: Physics — what makes objects solid and how they move.