Default Shortcut: Ctrl + Alt + M
Menu Path: Materials > Material Editor...
The Material Editor allows creation and management of materials which may be applied to objects in the scene. Silo's materials are applied on a per-face basis, with one material allowed for each face and one texture image for each material.
To edit a material, click on its thumbnail to select it, and then modify its options or click on Apply to apply it to the current selection.
- Change the name of the currently selected material.
- Sets the base color for the material.
- Sets the ambient color for the material. The ambient color affects the default amount of light the material is treated as receiving, i.e. the brightness and color of the model before any lights are applied.
- Sets the color of specular highlights, i.e. areas where the light is reflected most directly off the model and therefore brightest.
- The emissive property simulates a material which casts light of the chosen color. Note that this is a material property only, and will not cast light on other scene objects.
- This field allows you to set how shiny the material is, which affects its degree of specularity. More shininess means smaller, more intense specular highlights.
- The texture file allows you to associate an image texture with the material. The image will be mapped according to the faces' UV coordinates, and can be adjusted using the regular manipulators while in texture selection mode. (See Selection Mode.)
- Creates a new material with default colors and name.
- Applies the current material to the selection. This command only works in object or face selection modes. (See Selection Mode.)
- Selects faces in the scene with the current material applied. This command only works in face selection mode.
Below the material options, you will see thumbnails of all the materials currently in the scene. Click on a material to change its properties. You can right click on these thumbnails for additional options, including removing a material from the scene, duplicating a material (which will make a new material with copied settings), and setting the material as Silo's default. The default material cannot be removed.
- If you are using an image texture, your object needs to have UV coordinates assigned. You may need to use Recreate UVs.