# Materials and Textures
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
Thumbnail 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
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.
# Create, import or remove a material
# Create a material
To create a new material manually,
- click on the red plus button inside the overview.
General, set a
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
Material is activecheckbox to hide it in embedded configurators. You can change this setting at any time.
- Click the red plus button to assign different
Categoriesto 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
- 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
# Remove a material
If you do not need the material anymore, navigate to the material's details page. Scroll down to the
Archive section and click
ARCHIVE MATERIAL. The material still remains in our cloud to maintain connections.
If you are not sure if you need the material again later, it is possible to just uncheck the
Active/Inactive checkbox in the
General section at the top of the page. Therefore the material is deactivated and will not show up in configurators but it remains in the Rubens Admin
Materials list and can be maintained.
However, if you do not want it to be shown in configurators, you can archive it.
To deactivate a material
- select the material that you want to deactivate.
- In the
Generalsection, uncheck the
Material is activecheckbox.
# 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.
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.