OmniMotion®
GuideDraft

Materials & textures

Presets, color, metal / roughness, glass, emissive, texture slots and projection, sharing a material.

A material is what a mesh's surface is made of: its color, how metallic or rough it is, whether light passes through it, and which textures wrap it. Materials are assets — one material can be shared by many meshes, and editing it updates all of them. This page covers the Material section of a mesh. Read Meshes, models & 3D text first if you have not placed a mesh yet.

Imported models have no Material section — they keep the materials stored in the file. Recolor or hide their parts under Model → Parts.

01Quick tour

  1. Select a primitive or 3D text. Open the Material section.
  2. Click Presets ▾ in the section header and pick Gold. The mesh turns metallic; every value it set stays editable.
  3. Change Color, or slide Roughness under Surface to make it duller.
  4. Open Textures, set Base Color to Image and pick a picture from the library.
  5. To reuse this look on another mesh, select the other mesh and pick the material by name in its Asset row.
The Material section: Asset, Name, Color, Emissive Color, Transmission, Thickness, IOR, Side, Alpha Cutoff, then Surface

02Presets

Presets ▾ sits in the Material section header. The flyout has category chips — All, Dielectric, Metal, Glass, Plastic, Emissive, Custom — and a swatch grid. Hover a swatch for a one-line description.

CategoryPresets
DielectricMatte Dielectric, Ceramic, Rubber, Concrete
MetalChrome, Brushed Metal, Polished Metal, Gold, Copper, Steel
GlassClear glass, Frosted Glass, Green glass, Thin Glass
PlasticGlossy Plastic, Matte Plastic, ABS Black, Toy Plastic
EmissiveAmber Glow, Neon Cyan, LED White

A preset writes two things at once: the material asset (color, transmission, side…) and the mesh's Metalness / Roughness / Emissive values under Surface. Textures are never part of a preset.

Save As — type a name and click + to save the current material plus its Metalness/Roughness/Emissive as a custom preset. Custom presets appear under Custom with a × to delete them. They are stored in this browser.

03One material, many meshes

  • Asset — which material asset this mesh uses. The list shows every material in the document; a shared one shows its user count, e.g. material-2 (3). Picking another mesh's material shares it: one edit updates every user.
  • ⧉ (next to Asset) — breaks the share by giving this mesh its own copy. Disabled when the material is already unique to this mesh.
  • Name — rename the asset so it is easy to find in the list.

A material nobody uses any more is dropped automatically.

04Basic values

RowRangeWhat it does
ColorcolorBase (albedo) color. Multiplied with a Base Color texture — keep it white to see the texture as is.
Emissive ColorcolorSelf-lit color. Its strength is the keyframeable Emissive value under Surface.
Transmission0 – 1Glass: how much light passes through.
Thickness0 – 10Glass thickness — how strongly light refracts.
IOR1 – 2.5Index of refraction: glass 1.5, water 1.33, diamond 2.4.
SideFront · Back · DoubleWhich faces are drawn. Open or single-sided geometry (a Plane seen from behind) needs Double.
Alpha Cutoff0 – 1Pixels below this alpha are discarded entirely — the leaf / fence texture workflow, together with an Alpha texture.
For glass that refracts the 2D layers behind the scene, turn on Harmony in the scene's Environment → Look — see Lights & environment.

05Surface

These three belong to the mesh, not the shared asset, so two meshes can share a material and still differ here. They are properties: keyframe them, bind them to a stream, drive them from a rule.

RowRangeNotes
Metalness0 – 10 = dielectric (plastic, stone), 1 = metal.
Roughness0 – 10 = mirror-sharp reflections, 1 = fully matte.
Emissive0 – 20Strength of the Emissive Color. Above 1 it feeds the scene's Bloom (HDR).

▸ More under Surface holds the texture transform — also keyframeable: Tile X · Y, UV Offset X · Y, UV Rotate.

06Projection

Projection decides how a texture lands on the shape.

ModeUse it for
UVThe mesh's own texture coordinates (default).
PlanarProjected from a world plane — floor and wall textures. A second dropdown picks the plane's axis: X, Y or Z.
TriplanarThree plane samples blended by the surface direction — seamless on shapes without good UVs. Base Color only.
CameraThe texture is thrown from the scene camera and slides over the geometry when it moves. This is a mapping mode on the material — not the Projector light, which stamps from its own frustum.
ScreenScreen space — the texture stays fixed to the camera (video wall, transition effects).

For every mode except UV a Proj Scale row appears (repeats per world unit) with two offset fields (X, Y). Triplanar has scale only.

To throw a picture from a lamp you place and rotate — and to bake it onto a face — use a Projector light, not this row.

07Textures

The Textures sub-block is collapsed until a slot is filled; its header then says how many. Each slot is a dropdown with the same source types:

SourceExtra rows
— none ——
ImageSource — pick from the library, upload with + File, paste a URL…, or drag a file onto the field.
VideoSource (video file); Clock: Timeline locks the frame to the playhead (correct frame while scrubbing and rendering) or Free-run plays at its own rate; Loop; Rate (Free-run only).
LayerLayer — any 2D layer or artboard in the document is drawn onto the surface (screen-in-screen), plus a refresh rate in frames per second (0 = draw once and freeze). In Play / Simulate, with Projection: UV, clicks and hover on Base Color → Layer hit the 2D children of that layer (a button on the artboard is a button on the mesh). The source can sit off-canvas or stay hidden on the page. A Projector layer stamp is still a picture — it does not receive clicks.
CameraDevice: Webcam or Screen share. The browser asks for permission.

Next to the dropdown a status shows … (loading), ✓ (loaded), ⚠ (failed or access denied) or NPOT — the image is not a power-of-two size, so Tile (repeat) will not work and edges are clamped.

SlotWhat the map does
Base ColorThe surface picture. Multiplied with Color.
NormalBumps and dents without changing the geometry. Strength: Normal Scale under More.
RoughnessPer-pixel roughness, multiplied with the Roughness value.
MetalnessPer-pixel metal mask, multiplied with Metalness.
Ambient OcclusionBaked crevice shading. Strength: AO Intensity.
EmissiveWhere the surface glows, times Emissive Color and Emissive.
AlphaGreyscale transparency mask. Pair with Alpha Cutoff for cut-outs.
DisplacementReal vertex displacement — needs many Segments on the mesh. Strength: Displace Scale / Displace Bias.
BumpGreyscale height, the cheap relative of Normal. Strength: Bump Scale.

When any slot is filled a reminder row points you to Surface → More for Tile, UV Offset and UV Rotate.

Textures sub-block with Base Color set to Image and Normal set to Image, both showing ✓

08More

▸ More at the bottom of the section holds the advanced physical layers. All are sliders unless noted.

RowRangeWhat it does
Env Intensity0 – 5Strength of environment reflections (studio env or HDRI).
Flat Shadingon / offFlattens surface normals — a low-poly look.
Clearcoat0 – 1A thin lacquer layer on top (car paint, polished wood).
Clearcoat Rough0 – 1Roughness of that lacquer.
Sheen0 – 1Fabric sheen (velvet, satin).
Sheen ColorcolorColor of the sheen.
Sheen Rough0 – 1Spread of the sheen.
Iridescence0 – 1Soap-bubble / oil-slick color shift.
Iridescence IOR1 – 2.5Refraction of the color shift.
Normal Scale0 – 4Strength of the Normal map.
AO Intensity0 – 2Strength of the Ambient Occlusion map.
Displace Scale0 – 5Displacement amount.
Displace Bias−2 – 2Zero point of the displacement.
Bump Scale0 – 2Strength of the Bump map.

Map strengths do nothing while their slot is empty.

Checked against the tool on 2026-09-18.