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Materials

A material decides how a surface looks. Every field, with its range and default, is in the generated component reference; which maps each type accepts is in material maps. This page is how to use them.

A material is a list of slots

Not one material — a list. Slot order follows the submeshes of an imported model, so slot 1 paints the first group, slot 2 the second. That is how one chair is wood and fabric.

Objects you build from a primitive have a single slot, and that is usually all they need.

Slots are remembered by identity, not position

Reordering them does not rebuild anything, and a slot keeps its settings when you move it.

Choosing a type

TypeReach for it when
standardyou want it to look real — the default choice
physicalyou need glass, varnish, a clear coat, refraction
basicyou want flat colour that ignores lighting
toonyou want stylised, banded shading
normalyou are debugging a surface
chromakeyyou have video with a colour to remove — a green screen
occluderyou want an invisible shape that hides things behind it
refyou want to reuse a material saved as a resource

Switching type changes which settings exist, so the panel shows fewer or more fields.

The settings every type shares

SettingDoes
colorthe base colour
opacity0 to 1
transparentmust be on for opacity below 1 to have any effect
sidewhich faces are drawn: front, back or both
wireframedraw the edges only
visibledraw it at all

What each type adds

TypeAlso has
standardmetalness, roughness, emissive, emissiveIntensity
physicalall of the above plus clearcoat, clearcoatRoughness, transmission, thickness, ior
toonemissive, emissiveIntensity, and a gradient ramp
normalflatShading, and no colour
chromakeykeyColor, similarity, smoothness, spill — transparent by default
occluderonly side
Roughness does most of the work

If a surface looks wrong, adjust roughness first. Metalness is close to binary in reality — something either is bare metal or it is not — and values in between mostly read as mistakes.

The physical extras

clearcoat is a lacquer layer over the top: car paint, varnished wood, a phone screen. transmission with thickness and ior is how you get glass and liquid — light passing through and bending rather than bouncing off.

They cost nothing until you use them

Left at their defaults they are folded away at compile time, so physical runs exactly as fast as standard. Turning transmission on does cost real work — the browser draws the scene twice — so use it where it earns its place.

Texture maps

Every map is the image plus its options. Setting just the image is usually enough; the options are where you fix a texture that tiles wrongly or looks stretched.

OptionControls
repeat, offset, centerhow it tiles and where it sits
rotationin degrees
wrapS, wrapTrepeat, clamp or mirror at the edges
magFilter, minFilterhow it is sampled close up and far away
anisotropy1–16 — sharpness at grazing angles
generateMipmapssmaller versions for distance
colorSpacehow the image's values are interpreted
channelwhich UV set to use, 0–3
flipY, premultiplyAlphaorientation and transparency handling
Colour space is the setting that quietly ruins materials

An image carrying colour and one carrying numbers — roughness, a mask, a height map — must be interpreted differently. Get it wrong on a roughness map and the surface looks subtly, inexplicably off. If a map is not a picture, it is data.

Which maps each type accepts: material maps.

Reusing a material

Two different mechanisms, and the difference matters:

You wantUse
A starting point you then tweak per objectReplace from library — it copies the values
One material shared, edited in one placea ref slot pointing at a material resource

The library has three sources: this project, your team, and the platform's creators hub. Applying from any of them copies; editing afterwards affects only that object.

If you will want to repaint everything later, use a reference

Copying is right for "start from this and diverge". A reference is right for "these forty objects are the same material" — change the resource once and all forty follow.

Two special ones worth knowing

Occluder is the AR trick: an invisible shape that hides whatever is behind it. Put one where a real pillar stands and your virtual content disappears behind it properly, which is most of what sells the illusion.

Chroma key removes a colour from a video — a green screen, so a filmed person can stand in your scene without a rectangle around them. Tune similarity until the background goes, smoothness to soften the edge, and spill to take the green tint off the subject's edges.

Beyond the fixed types

If none of this expresses the look you need, build the material as a graph instead. The built-in types are points in the same system, so a graph is not a downgrade. → Material graphs


Next: Physics