## Material Panel

You can control color or mapping image on Material Panel.

### 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 clicking the button with Ctrl key.
Clone | It creates a cloned material of the current material. A material is duplicated under the current material by clicking the button with Ctrl key.
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 | Delete unused materials It deletes materials which are not attached to any faces. Delete all It deletes all materials. Load from file It loads materials from a file such as Metasequoia Material file(.mqm). Save to file It saves to a supported file. Set as default It registers parameters in the selected material as default values. The parameters for a default material can be restored to the initial state by button. Select vertices/faces It selects vertices and faces that the selected material is attached. Unselect vertices/faces It deselects vertices and faces that the selected material is attached.

### Property

It is the setting to color and shade, mapping file, etc. to a material.

- Name
- Color
- Parameter
- Mapping
- Configuration

#### Name

Name
  It settles the name of the material.
Shader
  It specifies the calculation model for shading. (Also refer [Rendering] menu.)
  - TR: Traditional rendering (scanline or ray tracing)
  - PBR: Physical based rendering (path tracing)

  | TR | PBR |
  --- | --- | --- | ---
  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.

Vertex color
  It uses the color selected [Vertex color] command as the base color for each vertex.
Double sided
  Both the front and backside of faces are shown in the 3D view.
Material preview
  When you click the preview in the upper left side, you can set for preview.
  Shape
    It is to select the [Sphere] or [Cylinder] or [Plane] to the shape of the object on the preview.
  Size
    It is to set the size of the object on the preview.
  Thickness (%)
    (*Only if you have set [Plane] in [Shape])
    It is to set the thickness of the object on the preview.

#### Color

It is setting the color of a material. Specify in HSV, RGB, Hex, or select from the color library.

#### Parameter

Depending on the shader you use, the items that can be set are different.

- Constant / Phong shader
- glTF (PBR) shader
- Transparent (PBR) shader
- PMD shader
  Toon ID
    When you export the PMD file, the Toon file corresponding to the Toon ID (toon01.bmp - toon10.bmp) is set on material.
  Edge
    When it is checked, the edge is displayed to the material of the PMD file.
    The edge is not displayed on Metasequoia.
- VRM1.0 MToon shader

An item, that has the button, can be changed each component of the RGB color by pushing the button.

#### Path tracing

This setting is applicable only when [Path Tracing] is selected for [Rendering].

Indirect lighting
  Set as a virtual light source that is not directly visible but illuminates the surrounding area.

#### Mapping

The file of the mapping image is specified.

Projection Method
  It is to select one from [UV] or [Flat] or [Cylinder] or [Sphere].
Nearest interp.
  If it is checked, the interpolation method when scaling the mapping image is changed.

  OFF | ON

Wrapping
  It specifies the display method when UV mapping across breaks on the mapping image. It can be specified separately for [U] direction and [V] direction.
  - Repeat - Repeat and spread the image.
  - Mirror - Flip the image, repeat and spread.
  - Clamp - Images are not repeated. Stretches the edge of the image for display.

  ex.) UV mapping crossing breaks on the mapping image.

  Display on the object
  Repeat | Mirror | Clamp

Trans. (Transform)
  Performs UV coordinate transformation specifying enlargement, rotation, and movement. Can only be set when using the glTF/VRM shader, and is output as a KHR_texture_transform extension.
UV channel (EX edition only)
  Specify the UV channel to be used for each mapped image.
  The UV channel field is only visible if the object has multiple UV channels. By specifying a UV channel other than [Default UV], you can use a different UV for each mapped image. If the object does not have the specified UV channel, the default UV will be used.
  Opetations such as adding UV channels are performed within [UV edit] command.
Specifying the file
  Enter the file name.
  When the file name is specified by a relative path, a file is searched in following the order of folders;
  1. The folder (or the lower folder) at the .mqo/mqoz file.
  2. The folder specified in the Configuration.
  Please input a file name with an extension when you want to make a new file.
Ref
  When you push [Ref] button, a file dialog is shown normally. And when you push [Ref] button by a right button, you can select a folder shown initially in the dialog.
Show
  When you click, you can see the image that is currently specified.
Mapping type
  Each shader has different types of mapping available.
  - Constant / Phong shader
  - glTF (PBR) shader
  - Transparent (PBR) shader

#### Configuration

Configure the settings for the behavior in the [Material property] window.

Hide window by Enter key
  When the [Material property] window is active, it can be closed by pressing the Enter key. The same applies even if the input field has focus.
Hide old shaders
  Hide Classic/Lambert/Blinn shaders in the shader list.
Tab mode
  It tabs Color/Parameter/Mapping to allow switching. This is useful when you want to perform other operations while the [Material property] window is open.