# Materials and Textures
# Materials list
Materials list, you can see all the materials of one catalog. To see the list, go to
Catalog management, select a catalog and click on
The overview can be displayed in a
List view or a
Grid view. To change the view, click on the icon in the upper right corner of the overview, next to the search textfield.
To find a material, you can search for the
Material name or the
External identifier of a material in the search textfield. The search is case-insensitive.
NOTE: Materials management is not available for Level 1.
# Sample materials
If you do not have ready materials to integrate into your products, you can use the sample materials. Navigate to the
Materials tap and select
Show sample materials on the upper right corner of the components table. You can use the ids to create and configure your products. For more infos on how to use materials in products, see the section create configurable products. Select
Hide sample materials to hide the materials again.
NOTE: The sample materials might change without notice. It is recommended to use your own materials for production content.
# Create, import, archive or deactivate a material
# Create a material
To create a new material manually,
- click on the red plus button inside the overview.
General, set a
Material nameand an
External identifier. We recommend to use a natural key which is easy to read. You can also check the
Auto generated IDcheckbox, then the
External identifierwill be automatically generated. If you want to, you can also set a
- The material is active by default. Uncheck the
Activecheckbox to hide it in embedded configurators. You can also define a period of time during which the material is active. You can change this setting at any time, see Activate or deactivate a material. When a material is set to inactive, existing configurations where the material is used remain valid. However, once the material is removed from the configuration, it cannot be used again. To do this, it must first be reactivated.
- Click the red plus button to assign different
Tagsto your material to group the materials inside a configurator.
- Set the parameters in
Material shadingsas described in Manage existing materials.
- In order to quickly identify a material you are looking for, it is helpful to set a thumbnail in the
Assetssection. This image will be shown in the
Materialsoverview list and in embedded configurators, if used.
- After saving the material a new section
Texturesshows up. This is optional and you can upload multiple textures with different mapping - if needed. You can define the
Width in mm,
Height in mmand
Tileablefor textures. Read the materials section for details.
NOTE: Check if a material already exists before creating a new one. Search for the
materialIdin the materials list.
# Import materials
To import a list of materials, see the following links
# Materials filtering
On the left side of the
Materials page you can see a filter section with the following controls:
Search field: You can enter text into this field to search for materials with an id or label.
Tags: Click on the plus icon to reduce the list to materials matching the tag.
Status: Show only materials in the list which match the active status. Valid values are:
# Archive a material
If you do not need the material anymore, you can remove it from the material list. Hover over the material you want to delete and click on the trash icon.
Alternatively you can archive it on the material's details page. Click on the red trash can icon in the upper right corner. The material still remains in our cloud to maintain connections.
# Activate or deactivate a material
You can specify a time period in which a material should be active. Outside this period, the material is deactivated automatically. The material will then not show up in configurators but it remains in Rubens Admin
Materials list and can be maintained. It is also still available in already saved configurations.
To set a time span for a material
- select the material that you want to activate or deactivate automatically.
- In the
Active fromas the first active day and
Active untilas the first inactive day.
It is also possible to just check or uncheck the
Active checkbox in the
Status section at the left side of the page manually. If you want to set the status manually you have to switch off
# Manage existing materials
Set material shading parameters
Material shadings section is divided into two parts. On the left part, you can see how the material looks like on an object. On the right part, you can define the settings of the material. The following parameters can be changed:
Base color: The base color of the material in HEX color code. Click on the colored field on the left to pick a color or enter a value directly into the textfield.
Material is double-sided: Check this checkbox if you want your material to be applied to both sides of an object.
Alpha: Defines the opacity of the material. 0.0 is completely invisible, while 1.0 completely opaque.
Transmission: If an object is transmissive, its basecolor is used as transmissive color. 0.0 is fully opaque (the default) and 1.0 is completely transmissive.
Index of refraction: Controlling the angle in which light is refracted when entering/leaving.
Roughness: The value has to be between 0.0 (perfectly smooth) and 1.0 (completely matte/dull).
Metallic: A physical material is always either metal (1.0) or non-metal (0.0) (conductor or dielectric).
For a more detailed definition of the parameters, see Material Json.
You can see the changes in your
Material shadings settings immediately on the left sided object. To have a better understanding of how the material looks like on different surfaces, you can choose between
The defined parameters will be automatically written and shown into the
Shading textbox. This textbox is read-only.
The easiest way to organize your material list is by sorting it. When creating a material, you can set a numeric value in the
Sort order field in the left column under the navigation. If you do not set a value, it will default to 0.
For existing materials, you can set the value in the
Materials overview list. Move your cursor over the value of the
Sort order column in the row of the respective material. Click on the value or the appeared pencil icon, enter an integer and press Enter or click outside the input field to save the new value. The materials will be shown in the configurator according to the sort number in the material.
Add a texture
A texture map is an image applied (mapped) to the surface of a 3D object. This may be a .jpg or .png file.
To add a texture to a material
- navigate to an already created material.
- Click the red plus button in the
Texturessection and select your favored
Mapping. There are four different possibilities:
- RGB: Base color
- RGBA: Base color with alpha channel
- XYZ: Normal map
- ORM: Occlusion, Roughness and Metallic channels in a combined map. For further information about the mapping types, see Texture mapping.
- Set the
Width in mmand
Height in mmand define therefore the dimensions on which the image should be mapped.
Set texture parameters
To change already existing textures within a material, navigate to the
Textures section within the material. Select the texture you want to change and click on the row to open the texture definition. Change the parameters you want or click the
X in the right upper corner to close the texture definition again.
Delete a texture
If you do not need the texture anymore, navigate to the
Textures section of the material. Move the cursor to the texture, you want to delete and click on the trash can icon that appears. The texture will be permanently deleted and a dialog opens to confirm the action. Click
DELETE to confirm or
CANCEL if you want to keep the texture.
You can translate and save the name and description of your materials in different languages.
To do this, navigate to the details page of the material and select the appropriate language in the action bar on the left side above the navigation. Change the name and/or description and click