You can control color or mapping image on Material Panel.
You can select ON or OFF with [Menu > Panel > Material Panel].
Material Panel can be docked to the main window or be undocked by dragging the title. When you drag with Ctrl key, the Object Panel can be moved without docking.
A "current material" is shown in the highlight color.
("mat1" is the current material in the left picture.)
When you click the name with pressing the Alt key, you can select vertices and faces to which the current material is assigned and you can deselect with pressing the Alt+Ctrl key.
And you can change an order of a material or merge material by dragging.
New | It creates new material. New material is created under the current object by ![]() |
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Clone | It creates a cloned material of the current material. A material is duplicated under the current object by ![]() |
Delete | It deletes the current amterial. The faces attached the deleted material will be changed to the non-material faces. |
Property | It sets up the material. |
Parameter |
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It is the setting to color and shade, mapping file, etc. to a material.
Classic | It is the shader used before Ver2.3. |
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Constant | The base color is applied. |
Lambert | It changes the brightness by diffusion light and ambient light. |
Phong | The specular highlight is added to Lambert. |
Blinn | The specular highlight is applied as same as Phong, but the degree of reflection is different. |
glTF(HLSL) | It is the shader for export to glTF. |
PMD(HLSL) | It is the shader for export to PMD (MikuMikuDance Format). You can set [Toon ID] and [Edge]. |
Shaders with a name beginning with Pxr- (RenderMan) |
These are the shaders for RenderMan. If you want to know more information on each parameter, please refer to the Pixar's document. (*Open an external site) |
It is setting the color of a material. Specify in HSV, RGB, Hex, or select from the color library.
Depending on the shader you use, the items that can be set are different.
When for Emission, Specular or Ambient is pushed, each component of the RGB color can be changed.
The file of the mapping image is specified.
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ex.) UV mapping crossing breaks on the mapping image. |
Display on the object | ||
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Repeat | Mirror | Clamp |
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OFF | ON |
Texture | It specifies the pattern of the material. |
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Alpha | It specifies the transparency of the material. An alpha channel is used as an alpha mapping if the texture file contains it when you select [Texture] mapping and do not select [Alpha] mapping. |
Bump | It specifies the irregularities of the material. A bump map that indicates a height by brightness is shown if the specified file in [Bump] has 8-bit gray-scale. Otherwise, it works as a normal map that indicates a normal direction by RGB color. |
Mapping type for glTF(HLSL) | |
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Normal | It specifies the irregularities of the material. The depth of irregularities is adjusted by [Normal map scale]. |
Metal/Rough | It specifies the strength of the material's reflection. |
Emissive | It specifies the part where the material emits light. The intensity of the emission is adjusted by [Emission]. |
Occlusion | It specifies the part where the shades of the material are. The intensity of the shade is adjusted by [Occlusion map strength]. |