Skip to help content

Materials and Textures

Apply presets and adjust material properties and texture mapping.

Updated

Materials define surface color, reflections, roughness, and emission. Start with a preset, then adjust the settings for the selected model and layer.

Apply a preset

  1. Select a model.
  2. Open Studio Library > Materials.
  3. Search or filter the library.
  4. Double-click a preset, or drag it onto a model or a specific material layer.

A preset dropped on a model uses its active layer. Select the intended layer first when you want to preserve other parts of the stack.

Adjust the surface

The available controls depend on whether the base material or another layer is selected.

Control Effect
Base Color Sets the material's main color.
Roughness Higher values broaden and soften highlights.
Metallic Controls the metallic surface response.
IOR Changes dielectric reflection response.
Opacity Controls surface coverage; lower values reveal geometry behind it.
Anisotropy Stretches highlights in a brushed direction.
Brush Direction Rotates that direction around the surface normal.
Brush Grain Adds directional surface microstructure without changing geometry.
Emission Color / Emission Strength Makes the material appear emissive.

Use the lighting environment to judge reflective materials. Adjusting roughness under a flat lighting setup may produce only a subtle visual change.

Glass and tinted glass

Select the model's Base Material layer, then apply Glass from Studio Library > Materials. Change Base Color to tint the glass; white gives clear glass. Lower Opacity makes the surface more transparent, while higher values make its color more pronounced. Roughness controls highlight softness, and IOR controls the strength of dielectric reflections.

Glass uses the preview renderer's transparency and angle-dependent reflections. It does not bend the geometry visible behind it. Apply it to the base material because Fill and Paint layers do not control surface opacity or IOR.

Add texture maps

In Texture Maps, load images into Base Color, Roughness, Metallic, or Normal. For example, the Wood preset supplies base color, roughness, and normal textures.

Mapping uses Triplanar (Object Space), so this material workflow does not require UV coordinates.

  • Tiling controls repetitions across the normalized object size.
  • Offset shifts the texture placement.
  • Rotation turns the projection.
  • Blend Sharpness controls the transition between projection axes.

Consider mesh density

Paint and the material layer stack use mesh vertices. Layer texture detail can look softer on a coarse mesh than on the base material. Increasing output image resolution does not add vertices or painted detail.

When this limits the result, prepare a denser mesh in the modeling application before painting. Topology changes during a later handoff can clear Paint Layer samples; see HardCuts Handoff.

Continue with Material Layers and Painting.