This page outlines the available fields and settings in the Sayduck product editor (delivery.sayduck.com). For a more generic overview of how to create 3D assets have a look at the overview.

The product editor allows product metadata and 3D settings to be changed. The specific fields that are visible depend on user access rights. Below is a detailed breakdown of all the available fields.



Name (required)
The official name of the product. Should be as short as possible and not include specifications like different versions. Should also not include product category information (for example Chair), unless it’s a central part of the name (“K Chair”).

Subtitle
Shown below the name of the product. Should be kept as short as possible, while still differentiating the product version from other versions. Should not include product category information (for example Chair).

Images (required)
Product images on white (or transparent) background. Recommended minimum size 1024x1024 px. File format either PNG or JPEG.

Brand
The brand that manufactures the product.

Categories & Tags (required)
Enter suitable tags for the product and the category field will be populated automatically.

Description (required)
A short product description of approx. 50-100 words. Should not include measurements or other technical information.

Designer
The designer/s of the product.

Product URL
The designer/s of the product.

Model



Model Options

Product Positioning
Defines how the product should be placed in AR:

Floor (default) - The product is meant to be placed on the floor. The app is assuming a vertical distance of 130 cm between the floor and the user's device.
Wall - The product is meant to be placed on a wall. The app is assuming a vertical distance of 130 cm and will display the product 150 cm above the ground.
Ceiling - The product is meant to be placed on the ceiling. The app will move the product so that it appears under its zero horizontal plane (the ceiling), rather than above it. [currently not working]
Table - The product is meant to be placed on a table. The app is assuming a vertical distance of 50 cm between the table and the user's device.

Auto ground plane
If enabled, automatically bake a contact shadow for the model. [Currently not working]

Meshes (required)
Meshes in OBJ (Wavefront) format. Mesh groups within an OBJ file are split up into individual meshes. Maximum polygon count per individual mesh is 60 000 polygon triangles. There is no hard limit on the total number of polygons in a product but for quick loading we recommend < 250 000 tris.

Initial Ignore
This setting is mainly used for the ground plane/ shadow plane. When this setting is applied, the selected mesh will be ignored from the initial camera centring.

Optional Mesh
Enable if some variants will not use this mesh.

Hide Mesh
This setting is used to hide/display meshes from the view (only in the editor, to help with modelling. To hide a mesh in the final scene, make it optional and disable it from the variants section).

Download Source
This is used to download the mesh.

Remove
Delete the mesh file.

Material

Name
A descriptive name for the material (not publicly visible)

Shader
Switch for the shading mode of the material:

Lit (PBR) - for materials that should be affected by light (recommended for most products).
Shadeless - for materials that do not need to reflect light.
Shadow Plane - for the contact shadow of a product.

Meshes (required)
Select the meshes that this material will be used for.

Albedo Colour
The base colour of the material. The albedo map and colour can be used at the same time (uses Multiply as blend mode).

Albedo Map
The base colour map of the material. PNG (or JPG) texture with sRGB colours, size typically 2048x2048 px. Can be either a baked map in the 0-1 UV range or a tiling texture.

Transparency
Enables transparency for the material. Can use either the alpha value in the albedo colour or the alpha values in an albedo map (requires the map to be in PNG format).

Metallicness
Defines how metallic material is. Sets the amount of reflection.

Metallic Map
PNG (or JPG) grayscale texture, size typically 2048x2048 px. Black (0) means non-metallic, white (1) fully metallic. Can be either a baked map in the 0-1 UV range or a tiling texture.

Roughness
Defines how matt or glossy the surface of the material is. 0 is completely matt, 1 is completely glossy.

Roughness Map
PNG (or JPG) grayscale texture, size typically 2048x2048 px. Black (0) means rough, white (1) glossy. Can be either a baked map in the 0-1 UV range or a tiling texture.

Normal Map
Normal maps are used for faking surface details on the material. Can be either a baked map in the 0-1 UV range or a tiling texture. PNG (or JPG) format, size can be anything up to 2048x2048 px. Smaller sizes are preferred for quicker loading times.

Occlusion Map
Occlusion maps can be used together with tiling textures to make the overall shape of a product more visible. Occlusion maps both darken areas where light cannot reach, and also remove reflections in those areas. Occlusion maps are not tiled, so they have to be laid out in the 0-1 UV range.

Shadow Intensity
The occlusion intensity slider can be used to lower the strength/visibility of the occlusion map.

Emissive Colour
A texture or a solid colour used to make material glow.

Emissive Map
Emissive map is a RGB texture that iluminates your product.

Tiling
Used to set the amount of tiling for maps, 1 means the texture is not tiled (UV coordinates correspond to texture coordinates). A tiling value of for example 10 tiles the maps 10 times across the 0-1 UV coordinates in a mesh. Not used for occlusion maps.

Tiling Offset
Can be used to offset the tiling of maps.

Variants



Name (required)
A descriptive name for the product variation (publicly visible), should in most cases be the official name that the brand uses.

Images
Product images of this specific variation.

Swatch Colour
The colour as an RGB value to be used as the colour selector for the variant.

Swatch
A swatch image to be used as the colour selector for the variant. Used if multiple colours are needed to tell a variant apart from others. Should not be used if only a single colour is used.

3D Modelling
Defines which materials to be used for the individual parts of a specific variation of a product. Lists all available preset materials and all custom materials for this product. Meshes that are not used in a variation can be set to “Disabled”.

Configurator



Parts, Shapes and Materials

The configurator abstracts products into parts, shapes and materials. In the above example, the chair
has 3 parts:

Armrests
Wood
Cushion

Each part might have one or more shapes. In the above example, the three parts only have one shape. However, the Armrest and Cushion parts are optional, so they will still display a shape dropdown with a "No" option.



Finally, each shape has a range of available materials - except of course disabled shapes. On the example, the active material for the Armrests and the Wood parts is Light wood, and the active material for the Cushion part is Cobalt Fabric.

Add Part
Adds a part to the configurator.

Optional
Will make the part optional. This will enable a "No" selection to the configurator's mesh dropdown.

Add Shape
Add a selection for a specific part of the configurator. Different shapes will be displayed on the mesh dropdown. At least one shape has to be added for the part to appear in the scene, and at least two have to be added for the shape selection dropdown of the part to appear (with only one possibility, no shape dropdown is shown as there is no choice for the user).

Meshes
Meshes that will be displayed when enabled from the configurator.

Mesh Replacements
You can replace specific meshes that are active. This allows parts to edit and replace meshes from other parts and shapes. In the tutorial example, this function is used to replace two chair frames, one is with armrests and the other is without.

Material Replacements
You can replace specific materials that are active. This allows parts to edit and replace materials that are active in other parts and shapes.

Material Options
Will display all the possible material selections for the meshes in the shape. Enabled materials will be displayed in the configurator material dropdown. At least one material has to be enabled for the part to appear in the scene, and at least two have to be enabled for the material selection dropdown of the part to appear (with only one possibility, no material dropdown is shown as there is no choice for the user).

Tutorial

This tutorial is to show the basic functions of the configurator. The configurator gives the user really open hands and this is only one of the ways to use it.

Base

First, it is recommended to make a base part.

To this part, you should add all the meshes that will stay on the model regardless of the chances that the configurator makes. In this model that included: Ground plane, Screws, Stoppers and Frame without armrests. Note that these meshes can be changed with the Mesh replacement tool on your other parts.

Always remember to activate the materials for the meshes to appear in the 3d viewer. Without activating your materials, the configurator options will not appear.

Your base part will not appear in the configurator because this part has only one shape and material.

Armrests

Next, we will be adding the armrests option to the configurator.

For this model, we need to have the option to display the armrests and to hide them. This can be achieved by enabling the Optional setting.

The armrest shape only requires one mesh, and that is the mesh is the wooden armrest.

The armrest, however, uses two different meshes for the frame. With the Mesh Replacement, we are able to swap the frame w/o armrests (that is in the Base part) with the frame with armrests. This will be activated when the use of armrests is enabled.

You can enable as many materials as you like.


Configurator view

Seat

Next the wooden seat.

This example only has one mesh option for the wooden chair, so we require only one shape.

We add the Seat mesh to the shape.

We do not need to swap any meshes for this shape.

We enable all the different materials for the seat, that we wish to use.



Configurator view.

Cushion

Then last, we make the cushion option.

The cushion is also optional, so we enable that.

Then we add the mesh for the shape.

Mesh replacements are not required.

We enable different materials.



Configurator view.
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