# Material Customization in Object Inspector

### How to Access and Edit Object Material Properties

1. Press the A/X button on your dominant controller to open the Toolbar and select the [Select tool](/objects-manipulation/basic-manipulation.md).
2. Hover over an object or a group of objects with the Select tool and press the trigger to select it.
3. In the hand menu, you'll see the Object Inspector open.

<figure><img src="/files/R5BprGnOrOaHEv2HlKzE" alt=""><figcaption><p>Material Section in the Object Inspector</p></figcaption></figure>

### Material Selection

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.

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{% hint style="info" %}
The PBR Material Library is based on [Poly Haven](https://polyhaven.com/). All materials are completely free under the [CC0](https://polyhaven.com/license) license, which means you can use them for any purpose, including commercial projects, without any restrictions.&#x20;
{% endhint %}

#### Visibility Control

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.&#x20;

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#### Color and Texture Customization

You can adjust the color of the selected material using the color palette.&#x20;

**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.&#x20;

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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.

{% embed url="<https://files.gitbook.com/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FV5IFh3rk5kqfCwJPPYhE%2Fuploads%2FPtdvLbgwoDOKf1HguDZJ%2Fselecttexture-ezgif.com-crop-video.mp4?alt=media&token=b56d9b37-df33-4723-b574-e27ed4bcf9dc>" %}

### Advanced Material Settings

For more advanced customization, open the **Material Settings section**. There, you can further tweak additional textures and other visual properties.

<figure><img src="/files/khc2LPC0NlUt0TrsyxUs" alt=""><figcaption><p>Advanced Material Settings in the Inspector</p></figcaption></figure>

* **Style**: Defines the shading model of the material and how light interacts with the surface.\
  &#x20;  *PBR* – Reacts to light realistically.\
  &#x20;  *Unlit* – Not affected by lighting.\
  &#x20;  *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.

<figure><img src="/files/Qjc0LG05h8KkI1uiDJUL" alt="" width="563"><figcaption><p>Metalness and Roughness ratio in PBR</p></figcaption></figure>

* **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.\
  &#x20;  *Opaque* – Solid, no transparency.\
  &#x20;  *Alpha Blend – Smooth transparency fade.*\
  &#x20;  *Alpha Cut* – Sharp-edged transparency.\
  &#x20;  *Additive* – Increases brightness when blended.\
  &#x20;  *Multiply* – Darkens and blends with the background.
* **Map channel:** Choose how metalness, roughness, and AO are mapped:
  * **Base:** separate textures (Metalness, Roughness, AO).
  * **ORM:** single packed texture (R=AO, G=Roughness, B=Metalness) - Packed GLTF/GLB Standard

{% hint style="info" %}
Read more here - [Base vs ORM for Imported models](https://learn.shapesxr.com/object-inspector/pages/gA1Rd48GZZQTmQTAU2Un#texture-layout-base-vs.-orm)
{% endhint %}

* **Effects**:
  * **Wireframe**: Displays the object as a wireframe, showing only the edges of its geometry.\
    &#x20;   *Value* (0–100) – Controls the visibility of the wireframe. 0 means off, 100 means fully visible.

    &#x20;   *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.\
    &#x20;   *Value* (0–100) – Controls the strength of the Fresnel effect. Higher values make the glow more pronounced.

    &#x20;    *Color* – Sets the rim glow color. Enabled only when the value is greater than 0.&#x20;
* **Texture Transform**

  * *Scale (X, Y)*:&#x20;

  &#x20;       Changes the size of the texture on the object's surface.\
  &#x20;       1:1 keeps the original size.\
  &#x20;       Higher values repeat the texture; lower values stretch it.

  * *Offset (X, Y)*:

  &#x20;       Shifts the texture’s position along the surface.\
  &#x20;       Useful for fine-tuning how the texture aligns.

  * *Rotation*:

  &#x20;       Rotates the texture in degrees, around its center point.\
  &#x20;       0 = no rotation, positive values = clockwise rotation.


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