Materials

The Sayduck Platform supports multiple materials and objects in the scene. Creating and assigning materials to different parts of the product are important in building quality products.

Remember to give each material a unique name and merge materials with the same properties.

Create a New material

To create a New material, click the + icon in you Materials tab.



Assign Materials to meshes

There are two ways to assign Materials from you Resources to meshes:

Drag & dropping the material icon to a node in the scene or
Select a node and choose a material from the drop down.



Material values

Change base colour

You can add colour to your model by adjusting the RGB(A) if you do not use texture maps.

Using material values will not add additional data



PBR Materials

The Sayduck Platform uses Physically Based Rendering (PBR), a shading and rendering technique that
accurately calculates how light interacts with the surface, to achieve a higher level of realism and quality
in our materials.

You can find more information from Materials (PBR Maps)

Delete material

Deleting a material will remove all nodes using this material from the 3D scenes.



Remove unused materials

You can clear out unused Materials and Texture by clicking the icon on the top right corner.

If materials and textures are not removed, please refresh the page.



Search materials

To search materials on a product, type in the name of your material. If you are using folders, you can use Search all materials.



Material folder

Create a material folder

Create material folder.



Delete a material folder

Deletes folder and all materials inside.



Save material folder to library

Saves material folder and all material in it to your Material library.



Textures

Textures are images mapped to the surface of your model. Below is the list of supported textures maps:

Base colour / albedo map The basic colour of the product that can also be a wood or a fabric.
Metallic map Grayscale texture; black (0) for not metallic and white (1) for metallic
Roughness map Grayscale texture; black (0) for rough and white (1) for glossy.
Normal map A texture used to simulate depth by adding bumps and dents.
Emissive map A texture or a solid colour used to make material glow.
Ambient occlusion map Used to simulate shading on object. More info: Product shading (ambient occlusion)

More information on individual PBR map slots, check out Materials (PBR Maps).



Upload texture to material

Drag & drop Texture file to the Map Slot or,
Click the Upload icon inside a Map Slot



Upload & Processing

Uploaded textures should be scaled to be between 256x256 and 2048x2048. You should always aim to use square textures when using the Platform.

Textures that exceed these resolutions will be compressed to 2048x2048.

Using textures outside of these resolutions can cause USDZ generation and publishing issues.

Formats

.jpg
.png

Download Texture

Textures that are uploaded to a product can be downloaded by selecting them and clicking the Download Source button.



Replace Texture

Uploading a texture to the Replace Texture will replace that texture in all materials it is used in.



Texture Tiling

Tiling allows you to repeat the texture vertically and horizontally numerous times, which can be used to simulate the same result as a 4096x4096px resolution texture by using only 512x512px of it.

More information can be found from Tutorial: Seamless textures on PhotoShop

Tiling values under 0.1 might not work on iOS AR viewer

Was this article helpful?
Cancel
Thank you!