To use materials
- Drag and drop a material onto an object
- Use the Properties panel to edit the material settings
Use the material transform properties to control the overall material position, rotation, and size on the surface of the models. These transformation settings are for the material, so will impact all objects the material is applied to.
Standard material properties
Base surface properties
The color of the surface.
How smooth or matte the surface is.
The degree of metallic luster the surface has.
The visibility of the surface.
Shadows from cavities and creases preventing light from hitting the surface.
The strength of light reflections on the surface.
Specular edge color
The color of light reflections. Affects glancing angles for metallic materials.
Simulates surface details like bumps and cracks.
The strength of the normal effect.
Combine normal and height
Applies the normal texture on top of the height texture.
Creates surface details using bump or geometry displacement.
The scale of height in scene units. Applies to both bump and displacement.
The value of the height texture representing zero displacement.
The amount that reflections stretch in one direction along the surface.
The counterclockwise rotation of the anisotropic effect.
The intensity of light emitted from the surface.
The color of emitted light.
Simulates the effect of microscopic fibers or fuzz on the surface.
The color of the sheen effect.
Softness of the sheen effect.
The amount of light able to transmit through the surface.
The color light will converge to as it is absorbed.
Approximate distance in scene units that light will travel before reaching absorption color. If set to zero, thickness will not affect absorption color.
Index of refraction
The amount light bends as it passes through the object.
The amount the color spectrum spreads out when refracted.
Scatters light below the surface, rather than passing straight through.
The color below the surface that scattered light will become.
Approximate distance light must travel before reaching full scattering.
Scattering distance scale
A multiplier of the scatter distance. May be different for each color channel.
Sets red light to travel further than other light colors. Useful for skin.
Sets orange light to travel further beneath the surface and blue light to travel less.
The thickness of the surface relative to the bounding box of the object. Used for interior effects when the real thickness is not known.
Volume thickness scale
Multiplier of the volume thickness.
Simulates a layer on top of the material. Used to create clear coats, lacquers, and varnishes.
The color of the coat.
How smooth or matte the coat surface is.
Coat index of refraction
The amount light bends as it passes through the coat.
Coat specular level
The strength of light reflections on the coat at glancing angles.
Simulate surface details like bumps and cracks on the coat surface.
Coat normal scale
The strength of the coat normal effect.
You can create parametric materials in Substance 3D Designer. Each material will have unique properties, based on how it was authored and what parameters the artist chose to expose for editing. Stager will expose all of the parameters from the parametric material in the Properties panel.
Parametric materials work by generating information for the standard material properties. This means that those properties that are controlled by the parametric material cannot be directly edited.
Any properties the parametric material is not using will be available to edit.