Material Customization in Object Inspector
Last updated
Last updated
Press the A/X button on your dominant controller to open the Toolbar and select the Select tool.
Hover over an object or a group of objects with the Select tool and press the trigger to select it.
In the hand menu, you'll see the Object Inspector open.
The Material section lets you choose a material from the built-in library. It includes various predefined materials that simulate surfaces such as stone, bricks, and more.
Click the material icon to open the material library and choose the base material for the object.
The PBR Material Library is based on Poly Haven. All materials are completely free under the CC0 license, which means you can use them for any purpose, including commercial projects, without any restrictions.
The Opacity percentage value controls the transparency of the material.
Setting a lower opacity makes the material more transparent, while a higher opacity makes it more solid.
This feature is useful for creating glass-like effects, semi-transparent surfaces, or adjusting material depth perception.
Adjust the transparency, defined as a percentage, by pulling the field with the trigger.
You can adjust the color of the selected material using the color palette.
Click on Hex value and type a hex code you need, or you can click on the color preview to open the color palette and select the color there.
Next to the color selector, there is an icon that opens a library of preset textures. This allows you to apply predefined textures to enhance the visual appearance of the material.
For more advanced customization, open the Material Settings section. There, you can further tweak additional textures and other visual properties.
Style: Defines the shading model of the material and how light interacts with the surface. PBR – Reacts to light realistically. Unlit – Not affected by lighting. Passthrough – Creates a transparent, see-through effect.
Roughness: Controls the surface smoothness. Higher values create a matte, diffuse look, while lower values make the surface glossier and more reflective. A texture can be assigned for varying roughness across the object.
Metalness: Determines how metallic the surface appears. Higher values make it look more like metal, while lower values create a more plastic or matte look. A texture can be applied for detailed metal effects.
Normal Map: Adds surface details by simulating small bumps and dents without changing the geometry. A texture can be used to add fine details like scratches or grooves.
AO Map (Ambient Occlusion): Enhances shading by simulating soft shadows in crevices and corners. Adding an AO texture can increase depth perception.
Emission: Controls the self-illumination of the material. You can choose a color and set an emission texture to make the object appear as if it is glowing.
Blend Mode: Defines how the material blends with the environment, such as Opaque for solid objects or Transparent for see-through materials. Opaque – Solid, no transparency. Alpha Blend – Smooth transparency fade. Alpha Cut – Sharp-edged transparency. Additive – Increases brightness when blended. Multiply – Darkens and blends with the background.
Effects:
Wireframe: Displays the object as a wireframe, showing only the edges of its geometry. Value (0–100) – Controls the visibility of the wireframe. 0 means off, 100 means fully visible.
Color – Defines the wireframe color. Enabled only when the value is greater than 0.
Fresnel: Adds a glowing edge effect based on the camera angle, often used to create a soft rim light around the object. Value (0–100) – Controls the strength of the Fresnel effect. Higher values make the glow more pronounced.
Color – Sets the rim glow color. Enabled only when the value is greater than 0.
Texture Transform
Scale (X, Y):
Changes the size of the texture on the object's surface. 1:1 keeps the original size. Higher values repeat the texture; lower values stretch it.
Offset (X, Y):
Shifts the texture’s position along the surface. Useful for fine-tuning how the texture aligns.
Rotation:
Rotates the texture in degrees, around its center point. 0 = no rotation, positive values = clockwise rotation.