> ## Knowledge Base Index
> Fetch the complete knowledge base index at: https://help.sayduck.com/sitemap.xml
> Use this file to discover available pages before exploring further.
> Pure-Markdown content can be obtained by appending a '.md' suffix to the content URLs listed in the sitemap (without the trailing slash).

# 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.

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![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-09-20-at-15055_6lmlim.png)

### 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**. 

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/create-new-material_j568tg.png)

### How to make a change to a Material?

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/select-material_1jem1hv.png)

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-08-12-at-14365_1m3juuw.png)

###### 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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-09-16-at-10322_qk1tre.png)

###### 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).

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-09-16-at-10512_13zfc4z.png)

### 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.

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-08-29-at-90526_i3v8v9.png)

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-11-25-at-13400_1s82jc0.png)

### 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.

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/updatematerial_qee1cq.jpg)

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-09-20-at-13104_b9u35y.png)

# 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.

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### 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)](/en/article/base-colour-rgba-1nwixxk/)

### Metalness

**Metalness** defines how metallic your **Material** is. 

For more information, check out [Metalness](/en/article/metalness-1btn4gj/)

### Roughness

**Roughness** defines how light reflects from your **Material**. 

For more information, check out [Roughness](/en/article/roughness-2t9z1a/)

### 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](/en/article/normal-map-1cnck3i/)

### Emissive color

**Emission** simulates glow and is mainly used for lights. 

For more information, check out [Emissive color](/en/article/emissive-color-d99q0v/)

### 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)](/en/article/product-shadows-ambient-occlusion-s2t0fb/)

### Transparency

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

For more information, check out [Transparency](/en/article/transparency-a5h4uf/)

### 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](/en/article/clear-coat-fhdpb7/)

### 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](/en/article/sheen-9e7t5b/)

### 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)](/en/article/uv-transform-tiling-bg8bmi/)

# Material Features

### Remove unused assets

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-14445_jnr3y2.png)

### Delete, Duplicate & Save to Library

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-14341_o5zx8s.png)

###### 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. 

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-14371_sfidx8.png)

###### Delete Material

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-14353_1ymq325.png)

###### Save Material to Library

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-15082_1jz7u08.png)

### Material Folder

**Material Folders** are used to store **Materials**.

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-15324_b22mxk.png)

###### Create a Material folder

**Material folders** can be created with the highlighted button.

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-15400_89r5fv.png)

###### Assign Material to Folder

Drag & drop **Material** to assign it to a folder. 

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-15415_zltd70.png)

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-15454_14emqak.png)

###### Save Folder to Library

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-16160_1iwwtfg.png)

###### Change Folder name & Delete button

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

![](https://storage.crisp.chat/users/helpdesk/website/cae6f284ce714800/screenshot-2022-10-04-at-16213_1sz708g.png)