Creating Materials

Materials define how surfaces look in your 3D scene. Simplio3D uses a PBR (Physically Based Rendering) material system with a three-tab editor, a live 3D preview sphere, and four material presets for quick starting points.

New MaterialName & base preset
Surface TabColour or texture mode
Properties TabMetallic, roughness, reflectivity
Advanced TabTransparency, IOR, emissive
Preview & SaveCheck on 3D sphere

Step-by-Step: Create a New Material

  1. 1Navigate to Dashboard > Materials.
  2. 2Click the "New Material" button.
  3. 3Enter a name for your material (e.g., "Brushed Aluminium", "Oak Wood").
  4. 4Optionally choose a base preset (Flat, Fabric, Metal, or Glossy) to pre-fill sensible property values.
  5. 5Configure the Surface tab: choose between a flat colour or a texture. For textures, click the texture slot to browse your uploaded textures or open the Texture Library directly.
  6. 6Configure the Properties tab: adjust Metallic, Roughness, Specular, and Reflectivity sliders.
  7. 7Configure the Advanced tab if needed: set double sided rendering, transparency mode, IOR (for glass), or emissive glow.
  8. 8Check the live 3D preview sphere — it updates in real time as you change settings.
  9. 9Click "Save" to create the material. It appears in your material library immediately.

Material Editor — Surface Tab

The Surface tab controls the base appearance. Switch between Colour mode (flat colour via the colour picker) and Texture mode (image-based via texture maps).

SettingRange / TypeDescription
ModeColour | TextureSwitch between a flat colour or a texture-based surface.
ColourAny colourThe base surface colour (Colour mode). Overridden when a diffuse texture is applied.
Opacity0 – 100%Surface opacity. 100% = fully opaque, 0% = fully transparent.
Texture (Diffuse)ImageThe main colour/albedo texture map.
Tiling0.1 – 5How many times the texture repeats across the surface. Higher = smaller pattern.
Rotation0 – 360°Rotates the texture around the UV centre.
Bump / Normal ToggleBump | NormalChoose between a bump map (height-based) or a normal map (directional).
Bump / Normal Intensity0 – 2Strength of the surface detail effect. 1 is standard.

Material Editor — Properties Tab

The Properties tab controls the physical characteristics of the material.

PropertyRangeDescription
Metallic0 – 1How metallic the surface is. 0 = dielectric (plastic, wood, fabric), 1 = full metal (steel, gold, chrome).
Roughness0 – 1Surface smoothness. 0 = mirror-like, 1 = fully matte.
Specular0 – 1Intensity of specular highlights. Increase for shinier surfaces.
Reflectivity0 – 1Overall reflectivity of the surface. Controls how much the environment is reflected.
Reflection Strength0 – 1Multiplier for the reflection intensity on top of reflectivity.

Material Editor — Advanced Tab

PropertyRange / TypeDescription
Double SidedOn / OffRender both sides of the geometry. Enable for thin surfaces like curtains or leaves.
Transparency ModeOpaque | TransparentSwitch between opaque and transparent rendering. Use Transparent for glass, water, plastic film.
Index of Refraction (IOR)1.0 – 2.5How much light bends when passing through the material. Glass ≈ 1.5, Water ≈ 1.33, Diamond ≈ 2.42.
Emissive ColourAny colourColour of light emitted by the surface. For LEDs, screens, indicator lights.
Emissive Intensity0 – 2Strength of the emissive glow. 0 = no glow, 2 = very bright.

PBR Texture Map Slots

When in Texture mode, four PBR map slots are available. Assign textures to each slot for realistic surface detail.

SlotPurposeWhat to Upload
Normal MapAdds surface detail (bumps, scratches, weave) without extra geometry.RGB normal map. Use PNG to avoid compression artefacts.
Metallic MapDefines which areas are metallic vs. dielectric.Greyscale image: white = metal, black = non-metal.
Roughness MapVaries glossiness across the surface.Greyscale image: white = rough/matte, black = smooth/glossy.
Ambient Occlusion (AO)Adds subtle shadowing in crevices and contact areas.Greyscale image, typically baked from 3D software.

Material Presets

Four built-in presets pre-fill property values as a starting point:

PresetRoughnessMetallicBest For
Flat1.00Matte surfaces — cardboard, clay, unfinished wood.
Fabric0.80Textiles — cotton, linen, upholstery.
Metal0.31.0Metals — steel, aluminium, gold, chrome.
Glossy0.10Smooth non-metals — lacquer, gloss plastic, varnish.

Organising into Categories

  1. 1In the Materials page, click the "Categories" tab.
  2. 2Create categories like "Metals", "Woods", "Fabrics", "Glass", "Plastics" — pick a colour swatch for each so they're easy to spot.
  3. 3Assign a category from either the per-card Select on the Materials grid OR the category chip in the Material Editor header (next to the status badge). Both routes write to the same field.
  4. 4Need a new category while editing? Open the category chip in the Material Editor and click "Manage categories…" at the bottom — the management dialog opens inline; new categories are available immediately without leaving the editor.
  5. 5Use category filters to quickly find materials when assigning them in project option blocks.
Texture Library shortcut: You can import free PBR textures directly from the Material Editor. Click the texture slot, then "Texture Library" to browse 60+ PBR sets. The imported maps are automatically assigned to the correct slots (diffuse, normal, roughness, AO, metallic).

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