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 Material 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 materials by dragging.
New | It creates new material. New material is created under the current material by ![]() |
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Clone | It creates a cloned material of the current material. A material is duplicated under the current material by ![]() |
Delete | It deletes the current material. The faces attached the deleted material will be changed to the non-material faces. |
Property | It sets up the material. |
Misc |
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It is the setting to color and shade, mapping file, etc. to a material.
TR | PBR | ||
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Constant | OK | NG | The base color is directly applied. |
Phong | OK | partial | Brightness varies depending on diffuse, ambient and emissive. See Phong's parameters. |
Classic Lambert Blinn |
OK | NG | These shaders are for old versions. They are only appeared in the selection field when data that already uses the shader has been loaded or when you have unchecked [Hide old shaders] in the settings button in the lower left corner of the [Material Property] window. These shaders may be obsolete in the future, so please use Phong or glTF shader as possible. |
glTF (PBR) | partial | OK | The surface is defined by metallic and roughness. A standard shader for path tracing, and also used for glTF export. See glTF's parameters. |
Transparent (PBR) | NG | OK | It is a shader dedicated to path tracing that represents thin films and glass. See Transparent's parameters. |
PMD | NG | NG | It is a shader for export to PMD (MikuMikuDance Format). You can set [Toon ID] and [Edge]. |
VRM1.0 MToon | NG | NG | VRM MToon shader setting for VRM 1.0; this shader must be used for output in VRM format. It cannot be used for path racing rendering. See VRM's parameters. |
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.
An item, that has the button, can be changed each component of the RGB color by pushing the button.
This setting is applicable only when [Path Tracing] is selected for [Rendering].
The file of the mapping image is specified.
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OFF | ON |
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ex.) UV mapping crossing breaks on the mapping image. |
Display on the object | ||
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Repeat | Mirror | Clamp |
Configure the settings for the behavior in the [Material property] window.