The Sayduck platform supports Physical Based Rendering (PBR) which provides realistic materials and image-based lighting.


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.

Why is my product white?

Models uploaded with no textures or material details are given assigned default material.

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

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.


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

We use Texture sizes between 256x256 and 2048x2048.
Larger Textures will be compressed to 2048x2048.



Replace Texture

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

Texture Tiling

We support Texture offsets, rotation and tiling.

Tiling values under 0.1 might not work on iOS AR viewer

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