Articles on: Editing

Materials - What & How to use?

Materials can be seen as layers or paint that are added on the surface of your 3D model to them appear metallic or wooden.





How to create a New material?



To create a New Material, click + Material on your product page. This will add material to your Product Assets.



How to make a change to a Material?



Click and select Material to open a tab with all its values.



By adjusting these values, you can change the material color or make appear metallic.

Material values do not add any data to your product so we recommend using them over textures



RGBA Color picker


RGBA Color picker changes Material to any RGBA color. It can be used in combination with a Texture to fine-tune a colour or to reuse texture assets.

Material colours work in combination with the environment lighting so they might not translate 1:1 in all cases



Factor & Intensity


Factor & Intensity affect the material on a scale from 0 to 1. When used with a Texture, it will reduce texture efficiency.

Roughness factor: Makes your material rough (1) or glossy (0).
Metalness factor: Makes your material metallic (1) or not metallic (0).
Normal intensity: Reduces the intensity of your Normal map (0 = no texture).
Occlusion intensity: Reduces the intensity of your Normal map (0 = no texture).



How to assign a Texture to a Material?



Drag & drop asset file to the image icon in a Material value to upload it and assign it.



To assign uploaded Textures (listed in Product Textures), click the image icon in a Material and select a Texture.



How to assign Material to a Node?



Drag & drop material icon to a Node in the scene. If you drag it to a Group, it will assign it to all Nodes in that group.



You can also select a Node and then choose Material from the dropdown to assign it.



PBR Materials values



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.



Base color (RGBA)



Base color is used to add solid color (RGB) or transparency (A ie. alpha value).

For more information, check out Base colour (RGBA)

Metalness



Metalness defines how metallic your Material is.

For more information, check out Metalness

Roughness



Roughness defines how light reflects from your Material.

For more information, check out Roughness

Normal map



Normal map is used to add details such as bumps or dents without effecting the model structure.

For more information, check out Normal map

Emissive color



Emission simulates glow and is mainly used for lights.

For more information, check out Emissive color

Ambient occlusion



Ambient occlusion is a rendering technique used to create contact shadows or shading to your product.

This AO shadow texture is baked in a 3D modelling software and then uploaded to the Platform.

For more information, check out Product Shadows (Ambient Occlusion)

Transparency



To add transparency, change your material Alpha value or use the Transmission extension.

For more information, check out Transparency

Clear Coat



Clear Coat is a material extension that adds a thin reflective layer on top of your model. It is mainly used for transparent coating on wood furniture or car paint.

This effect can be adjusted with the Intensity (factor & grayscale texture), Roughness (factor & grayscale texture) and Normal map.

Not supported in Augmented reality

For more information, check out Clear Coat

Sheen



Sheen is an extension that is mainly used for fabric materials, such as velvet. It simulates how threads respond to light when viewed from different angles.

Not supported in Augmented reality

For more information, check out Sheen

Transform UV



Transform UV repeats, moves or rotates Texture applied to the material.

Tiling repeats the Texture asset based on the value added to the X and Y.

Offset moves Texture in the Y and X axes.

Rotation changes the angle of your Texture.

Occlusion map is not effected by Transform values

For more information, check out UV Transform (Tiling)

Material Features



Remove unused assets



Remove unused assets deletes all unused Textures, Materials and Meshes.



Delete, Duplicate & Save to Library



Delete, Duplicate & Save to Library tools can be found by clicking the highlighted area on a Material.



Duplicate Material


Created a copy of the Material with all the same values and textures. Allowing you to use any Material as a template for others.



Delete Material


Removes selected Material and all Nodes using it from the 3D Scene. It does not delete any Textures assigned to the Material.



Save Material to Library


Adds a copy of your Material to your Material Library. From there, it can then be assigned to any product.



Material Folder



Material Folders are used to store Materials.



Create a Material folder


Material folders can be created with the highlighted button.



Assign Material to Folder


Drag & drop Material to assign it to a folder.



Drag & drop Material to the back arrow to remove it from the folder.



Save Folder to Library


Click the highlighted button, to save your Material folder to your Library.



Change Folder name & Delete button


Select a folder and click highlighted area to change the name or delete the folder.

Updated on: 12/12/2024

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