If enabled the tint color is multiplied by the color in the texture map slot. Some slots also support a tint color if a texture is also assigned.
Some map slots can be a flat color instead of a texture map. you can assign this to a slot on a material. Texture Asset įirst is the texture asset, upload an image to Pla圜anvas and we'll create a texture asset for you. There are a few options that are available on most texture map slots for a material. Much of editing a material involves creating and assigning textures maps to the various slots detailed on the pages above. Phong Material Properties Material Maps The phong shading model is our legacy shading model. This is the model for Pla圜anvas's Physically Based Renderer (PBR). The physical shading model is our most advanced shading model. The Editor supports to types of material 'Shading Model', this is defined in a drop-down at the top of the material inspector. Once you have a material selected you can edit its properties. Then you can select a different material for this particular Entity: You can also drag and drop material Assets from the asset panel onto the material slot.Ĭlicking on Entity Materials will first ask you to select the mesh instance for which you want to customize the material:Īfter selecting the mesh instance a new material picker will appear in the model component: You can clear a material using the X button, and click the empty slot to assign a new material. The model inspector will show the meshes of model and which material is assigned to each. You can also select the model asset from the asset panel. When you select an Entity with a model component you will see two buttons - Asset Materials and Entity Materials.Ĭlicking on Asset Materials will select the model asset. You can modify which materials are assigned to where on a model asset or you can customize the materials of a particular Entity that has a model component. Generally, clicking on a material preview icon will take you to the material inspector. You can also select materials from the model inspector or from the model component. You can select a material in the asset panel. This will bring up the material inspector.
In order to edit a material, first you must select it. This creates a new material Asset and opens up the material inspector on the right-hand side of the screen. You can create new materials directly from the Pla圜anvas Editor interface. If you upload using embedded media (FBX only) all the relevant texture maps will be automatically set up for you. Materials will be generated with the same properties as they exist in your 3D modelling tool. Materials are imported automatically when you upload a 3D model (e.g. We also support our old Phong Material type. This exposes the fundamental properties that can be used to create many different types for visual effects, from smooth plastic, to rough wood, or scratched metal. By default, it represents a Physical material.
In Pla圜anvas, a material is an Asset type which collects all these properties together. The material defines the properties of that surface, such as its color, shininess, bumpiness. Every surface on a 3D model is rendered using a material.