Material Editor
The Material Editor edits one material from your asset registry. It lists
the textures and settings the material's mesh system supports, with a 3D
preview. For sprite materials (such as pbr sprites) it also has a Map
Painter for painting the material's texture maps directly.
Open it by selecting a material in the Asset Browser. Material settings are saved in the asset registry; painted maps are saved to their PNG files separately, with Save map. Format: Asset registry: materials.
Material settings
The settings pane lists every texture input and parameter the mesh system offers, even ones the registry does not set yet. Unset parameters show their Default; entries the system does not know are marked Custom. Setting a value adds it to the registry.
| Setting | Control |
|---|---|
| Image texture | Menu of registered images |
Coverage (occlusion) on pbr | Menu; Use albedo alpha (no override) removes the image |
| Constant color texture | Text field and color swatch |
| Number with a range | Slider; previews while you drag (also in Live Scene) |
| Color | Text fields and color swatch |
| Other numbers, vectors, matrices | One field per component; press Enter |
Each change is one Undo step in the registry. Cast shadows and Receive shadows are set in Inspector.
Preview
Mesh materials show on the system's preview mesh (a sphere for the built-in lit system). Drag to orbit, middle-drag to pan, wheel to zoom.
Map Painter
Sprite materials show the Map Painter instead of the 3D preview. Strokes appear in Live Scene immediately, before you save.
Maps
You can paint the material's albedo, wear, height, normal,
metallic, roughness and occlusion (Coverage) maps, if they use an
image.
| Map | Brush |
|---|---|
albedo, wear | Full color, with a Channels choice for color and alpha |
height, metallic, roughness, coverage | Grayscale value; alpha is kept |
normal | A direction, picked on a sphere; alpha is kept |
Toolbar
| Button | Action |
|---|---|
| Map menu | Chooses the map. Locked while the current map has unsaved changes. |
| Pick | Eyedropper: click a pixel to load its value into the brush. |
| Fit | Fits the image in the view. |
| Brush | Brush settings. |
| Clean | Height cleanup (height map only). |
| Mat | Shows or hides the material settings. |
| More | Save map, Revert, zoom, help and the albedo overlay. |
Brush settings
| Control | Range / default | Notes |
|---|---|---|
| Mode | Paint value, Smooth, 3D shape | 3D shape needs separate height and normal maps |
| Hard edge | Off | |
| Radius (pixels) | 1–128, 16 | |
| Opacity | 0.01–1, 0.35 | |
| Value | 0–1, 0.5 | Grayscale maps |
| Channels | Color (preserve alpha), Alpha only, Color + Alpha | Albedo and wear |
| Color | RGBA | Albedo and wear |
| Normal sphere, Face camera, Back hemisphere, Normal X / Y / Z | Normal map direction | |
| Shape | Dome, Cone, Flat top | 3D shape mode |
| Height / stroke | 0–1, 0.1 | 3D shape mode |
| Height scale (px) | 0–512, 32 | How deep full white is; sets the normal slope |
3D shape paints raised shapes into the height and normal maps together. Undo, Revert and Save then apply to both maps.
Height cleanup
Clean smooths noise out of the height map while keeping edges, then optionally rounds heights to evenly spaced levels.
| Control | Range / default |
|---|---|
| Denoise radius (pixels) | 0–8, 2 (0 = no smoothing) |
| Maximum height difference | 0–1, 0.08 |
| Quantize heights | On |
| Height levels | 2–256, 32 |
| Apply height cleanup | Applies it as one Undo step |
Transparent pixels are left alone. The normal map is not updated.
Mouse and keyboard
| Input | Action |
|---|---|
| Drag | Paint |
| Middle-drag | Pan |
| Wheel | Zoom (100%–3200%) |
| Esc | Cancel Pick or close a popup |
| Ctrl+S, Ctrl+Z, Ctrl+Y / Ctrl+Shift+Z | Save, undo, redo the map |
After you paint, Ctrl+S, Ctrl+Z and Ctrl+Y act on the map. Editing a material setting switches them back to the registry.
More > Albedo overlay shows the albedo image over the map you are painting, at an adjustable opacity, to help line things up. It does not change any pixels.
Unsaved maps
Painting never saves automatically. While a map has unsaved changes you cannot switch maps or materials. Closing the project or Studio includes the map in the Save All / Discard All / Cancel question. Painted maps are not covered by crash recovery. Saving refuses to overwrite a PNG that changed on disk.
Limits
- PNG maps only, up to 4096 × 4096.
- Undo keeps the last 8 map edits.