Materials are like paints. They give meshes the color, surface, and other appearance factors of real-world materials like glass, wood, and
steel.
Applying a library material to a mesh
Begin prototyping quickly by applying one of the pre-defined global materials to your mesh.
Cloning / Extending a library material for use in one scene
Ensure the mesh you want to “paint” is visible in the scene viewport.
From the bottom tab bar, click Materials > Library Materials.
Browse through the library of pre-defined materials to find one closest to your needs.
Drag the thumbnail of the material onto the mesh: you’ll see the material appear on the mesh.
If the material is not exactly what you need, read on: you can clone/extend the material to your scene, and customize it.
If you’ve applied a library material or global material to a mesh, but it’s not exactly what you need, you can clone / extend the material to your scene. By doing so, you create a duplicate copy that exists only within this one scene, so you can customize it as you like with no risk of unwanted changes appearing in other scenes.
Creating a global material for use in many scenes
Click on a mesh that’s painted with the material you want to clone.
In the properties pane for that mesh, open the material expander.
Click “Clone to Scene” or “Extend”.
Notice a new scene material has been added to the scene explorer on the left.
Click on the new scene material in the explorer: its properties now appear in the properties pane.
Edit the name of the scene material.
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Optionally, edit any of the other properties in the properties pane. To start, all properties are inherited from the original material.
To edit any property, click the pencil icon next to that property.
To revert any property back to the original inherited value, click the x (cancel) icon next to that property.
Applying any material to any mesh or multiple meshes
If you have a scene material which would be useful to reuse in other scenes, you can define it as a global material. Global materials appear in any scene, but changes to their properties are applied across all scenes. These are a great way to ensure a consistent look across all your scenes (like a library material), and also have the flexibility to adjust any of its properties (like a scene material).
From the bottom tab bar, click Materials > Global Materials.
Click “+ Add New” to add a new global material.
In the properties box that appears, adjust the properties of your material. (See the properties table below.)
Save your work. The new global material appears as a thumbnail under Materials > Global Materials.
To use the global material, drag its thumbnail onto a mesh.
To edit the global material everywhere, click the pencil in the corner of its thumbnail.
To edit the global material just in this one scene, extend the material.
Remember that editing a global material changes its appearance here, in this scene, as well as in every other scene using it. Usually, you would coordinate with other scene designers in your organization before making changes to a global material. Try extending the material first.
There’s a faster way to apply a material to one mesh or many meshes.
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Select one or more meshes. You can…
add individual meshes by CTRL-clicking each one (either as objects in the viewer, or as entries in the explorer list).
add a list of meshes by clicking the first entry in the explorer to include, then SHIFT-clicking the final entry.
The properties pane on the right will state the total number of meshes you selected.
In the properties pane, scroll down to the Material Source field. Select the source of the material.
In the Material field, select the material you want.
See the one material applied to all the selected meshes.
(Note that any mesh-specific properties (such as opacity, cast shadows, etc.) are retained: they are not part of the material.)
Types of materials
To summarize the 3 types of materials:
Material Type | Defined by | Found in | Useful for |
---|---|---|---|
Library Materials |
Once by us. |
Bottom Tab Bar > Materials > Library Materials |
Quick application of common materials. |
Global Materials |
Once by you, |
Bottom Tab Bar > Materials > Global Materials |
Custom material, but consistent across all your scenes. |
Scene Materials |
Once by you, |
Left Explorer tree > Materials |
A custom material, unique to this scene. |
Material properties
General
The general properties manage how the material is applied to meshes.
Color
Physical
Lighting
Textures
General Property | Description |
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Z-Offset |
Default: 0 If two planes are located at the same position, the materials of the panes will compete to be shown, causing a distracting shimmering visual effect (called Z-fighting, stitching or planefighting). Use a material’s Z-Offset property to solve this problem: set a lower number to the material you want more visible. Consider two meshes, with their top surfaces coplanar.
The green material has the same Z Offset as the grey material, so Z-fighting appears. ![]() Green Z offset set lower than gray. Z-fighting resolved, with Green material prioritized. ![]() Green Z offset set higher than gray. Z-fighting resolved, with Grey material prioritized. ![]() |
Double Sided |
Default: false What sides of a mesh should this material paint? Leave as false so this material only paints the exterior of a mesh; set to true to paint both exterior and interior. Most meshes are only seen from the outside, so apply this only when…
|
Albedo Layer Transparency |
Default: false Control the visibility of the material’s Albedo layer (the material’s basic appearance). Learn more about material texture layers. If the material contains an albedo image texture layer, and that texture layer includes an alpha channel, you can use this alpha channel to define the opacity for the entire material. For example, consider a leaf texture: it has an image texture layer of the green leaf, and an alpha channel surrounds the leaf to make the space around the leaf transparent. This texture could be applied to a plane (just a single face), so instead of providing a separate monochrome Opacity Texture image, we can use the included alpha that already exists in our loaded albedo channel. This way we can avoid loading additional alpha data from other layers (the Normal map there, for example). This reduces computational overhead and makes the scene using this material faster. |
The Physical category handles how the material responds to light and the environment.
Physical Property | Description |
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Metallic Roughness Options | |
Metallic |
How metallic the surface appears.
Decimal value, ranging from 0 to 1. Usually, set this value to either 0 (off) or 1 (on). When necessary, use values between to adjust the appearance of materials with complex reflective appearances (such as the spangles seen on galvanized steel). |
Roughness |
Controls how rough the surface appears.
1.0 completely rough, with no visible details of the environment. For more control over roughness, learn about bump maps. |
Alpha (Opacity) |
Controls how much light is blocked by the material.
1.0 completely opaque. |
Specular Glossiness options | |
Glossiness |
Decimal value, ranging from 0 to 1. |
Alpha (Opacity) |
Controls how much light is blocked by the material.
1.0 completely opaque. |
Reflection options | |
Reflects Lights over transparency |
This controls whether or not user-added lights (directional lights, hemispherical lights) will be reflected as the opacity decreases. If it is off, user added lights will not reflect if the object is fully transparent |
Reflect highlights over transparency |
This controls whether or not scene lights (such as lightmaps in the scene environment) will be reflected as the opacity decreases. If it is off, scene lights will not reflect if the object is fully transparent. |
The color category lets you choose the various color properties the material has. This can control the color of the ambient lighting from the mesh, the albedo, or base color of the mesh, the reflection color of the mesh, and the emissive color of the mesh, or what kind of light it emits itself when a outside source of light isn’t shown on it. NOTE: all KB3D colors use RGBA code to determine their colors.
Color Property | Description | Example |
---|---|---|
Albedo Color |
The base color of the material. Often setting this value and leaving remaining color properties at their defaults is enough. |
A “water” material may have blue as its albedo color. |
Reflection Color |
The color of any light reflections (of user-added lights, such as directional lights, hemispherical lights, etc.) |
A “water” color may have a pale blue, almost white, reflection color to tint any reflected light. |
Emissive Color |
The color of any light glowing from within the mesh itself. |
A mesh in the shape of a neon sign or a vehicle tail light might have an emissive color of red. |
Ambient Lighting Color |
The color of any highlight reflections (of scene lights, such as lightmaps in the scene environment). |
See reflection color above. |
Materials blend a number of light sources to simulate the way light interacts with a surface. By default, the default lighting map built into your environment will light your meshes. However, you may want to adjust a material’s response to light for illustrative or editorial purposes. The Lighting intensity sliders affect how the material reacts to different lighting components.
Lighting Property | Description | Example |
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Environment Lighting Intensity |
Strength of both diffuse illumination and highlights generated by the Environment map |
Brighten an otherwise dim fabric without over-exposing the metal buttons on the fabric. |
Global Lighting |
intensity of both diffuse illumination and highlights generated by user-created light sources |
A directional light in the wheel well of a vehicle mesh to light the wheel within that darker space. |
Global Specular |
Strength of the specular highlight generated by global lights. |
Enhance the reflected shine of a nearby directional light on a metal part. |
Emissive Lighting Intensity |
controls the apparent intensity of the emissive color defined in the Color category. |
A gas station sign, glowing from within at night. |
Materials can have textures to define the colors of their surface, the roughness of the surface, and other attributes. These textures are applied in layers to a material. Learn more about Material Texture Layers.
Materials are formally called physically-based rendering (PBR) materials. PBR materials are prevailing format used for a wide variety of platforms and media, from entertainment to marketing. Most third-party assets (Turbosquid, Substance, CGAxis, etc.) are provided in this format and can be easily imported into your scene.