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Making things look right

Slots

A material is a list of slots, not one material. Slot order follows the submeshes of an imported model — slot 1 paints the first group, slot 2 the second. That is how one chair can be wood and fabric.

ActionDoes
+ Add materialadds a standard slot
Editopen this slot in the editor
Replace from librarypick a saved material
Duplicatecopy the slot
Deleteremove it — unavailable when only one is left

Drag to reorder. There is always at least one slot.

Choosing a type

TypeUse it for
Standardthe default — realistic surfaces via metalness and roughness
Physicalstandard plus clearcoat, transmission, thickness and refraction
Basicflat colour that ignores lighting
Toonstylised banded shading
Normalsurface-normal colouring, for debugging
Chromakeyvideo with a colour keyed out — a green screen
Occluderinvisible, but hides whatever is behind it

The panel only shows fields the chosen type actually has, so switching type changes what you see.

The fields

FieldNotes
Nameso you can tell slots apart
Sidefront, back or double — which faces are drawn
Colourthe base colour, with a swatch for its texture
Alphaswitches transparency on
Opacity0–100%, with a swatch for an opacity texture
Roughness0–100% — 0 is mirror-smooth, 100 is completely matte
Metalness0–100% — realistically this is 0 or 100, rarely between
Emissivecolour and intensity of light the surface gives off by itself
Roughness does most of the work

If a surface looks wrong, adjust roughness before anything else. Metalness is close to binary in reality: a thing either is bare metal or it is not, and values in between mostly look like mistakes.

Chroma key has its own block: the source video, the colour to remove, and how aggressively — similarity, smoothness and spill, all as percentages.

Preview shows the material on a test object, which is much easier to judge than a small swatch.

Textures

The swatch next to a field opens the texture picker: choose an image, a texture or a video, then tune how it sits on the surface.

SettingWhat it controls
Repeat, offset, centrehow the image tiles and where it sits
Rotation−180° to 180°
Wraprepeat, clamp or mirror at the edges
Magnify / minify filterhow it is sampled up close and far away
Anisotropy1–16 — sharpness at grazing angles
Mipmapsgenerate smaller versions for distance
Colour spacehow the image's values are interpreted
UV channelwhich set of coordinates to use, 0–3
Flip Y, premultiplied alphaorientation and transparency handling
Colour space is the setting that quietly ruins materials

A map carrying numbers rather than colour (roughness, a mask, a height map) has to be marked as data, or it is colour-corrected and the values come out wrong. → Materials

Two behaviours to expect: a ready-made texture resource has read-only settings, and if the object has a Video component, that video takes over the colour map and the picker is locked.

The material library

Replace from library opens the saved materials:

TabHolds
Projectmaterials saved in this project
Teamyour team's shared materials
Creators hubplatform templates
Applying copies, it does not link

Picking a library material copies its values into your slot. Editing it afterwards changes only this object — the library material is untouched, and so are other objects using it.

If you want one material shared across many objects, use a material reference instead, so editing it once updates everything.


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