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.
You can reorder slots freely. A slot keeps its settings when you move it.
Choose a type
| Type | Use it when |
|---|---|
standard | you want a realistic look. Start with this one. |
physical | you need glass, varnish, a clear coat or refraction |
basic | you want flat colour that ignores lighting |
toon | you want a cartoon look with bands of shading |
normal | you are checking a surface for problems |
chromakey | you have a video with a colour to remove, like a green screen |
occluder | you want an invisible shape that hides things behind it |
ref | you 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
| Setting | What it does |
|---|---|
color | the base colour |
opacity | 0 to 1 |
transparent | must be on for opacity below 1 to have any effect |
side | which faces are drawn: front, back or both |
wireframe | draws the edges only |
visible | whether it is drawn at all |
Extra settings by type
| Type | Extra settings |
|---|---|
standard | metalness, roughness, emissive, emissiveIntensity |
physical | all of the above, plus clearcoat, clearcoatRoughness, transmission, thickness, ior |
toon | emissive, emissiveIntensity, and a gradient ramp |
normal | flatShading, and no colour |
chromakey | keyColor, similarity, smoothness, spill; transparent by default |
occluder | only side |
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
clearcoatadds a glossy layer on top: car paint, varnished wood, a phone screen.transmissionwiththicknessandiorgives you glass and liquid. Light passes through the surface and bends instead of bouncing off.
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.
| Option | What it controls |
|---|---|
repeat, offset, center | how the texture repeats and where it sits |
rotation | rotation, in degrees |
wrapS, wrapT | repeat, clamp or mirror at the edges |
magFilter, minFilter | how it looks up close and far away |
anisotropy | 1–16: sharpness when seen at a steep angle |
generateMipmaps | smaller versions of the image for distance |
colorSpace | how the image's values are read |
channel | which set of texture coordinates (UV) to use, 0–3 |
flipY, premultiplyAlpha | orientation and transparency handling |
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.
- Set up the material on one object and open it in Edit material.
- Press Save to project. To use it in other projects too, press Save to team library.
- On another object, click the two-arrows button on a material slot. The Material library opens.
- 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.
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:
- Raise
similarityuntil the background disappears. - Adjust
smoothnessto soften the edge. - Adjust
spillto 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.