A material is defined by a number of properties. The available properties depend on the selected material type.
Create a new material in the Materials Browser or the Materials Editor. Select the type of material to create, or duplicate and modify an existing material.
After you set properties, you can further modify materials even more by using maps, such as texture or procedural maps.
In the Materials Editor, define the following properties:
One material is always available in a new drawing, GLOBAL. This material is applied to all objects by default until another is applied.
The material type, Generic, has the following properties to refine your material.
The color of a material on an object is different in different areas of the object. For example, when you look at a red sphere, it does not appear to be uniformly red. The sides away from the light appear to be a darker red than the sides facing the light. The reflection highlight appears the lightest red. In fact, if the red Sphere is very shiny, its highlight may appear to be white.
You can assign a color or a custom texture which can be either an image or a procedural texture to the material.
Controls the base diffuse color map of the material. The diffuse color is the color that an object reflects when illuminated by direct daylight or artificial light.
Controls the composite between the base color and the diffuse image. The image fade property is only editable if an image is used.
The reflective quality of the material defines the degree of glossiness or dullness. To simulate a glossy surface, the material has a small highlight, and its specular color is lighter, perhaps even white. A duller material has a larger highlight that is closer to the main color of the material.
This controls the means for deriving specular highlights of the material.
Metallic highlights disperses light in an anisotropic way. Anisotropic refers to properties of material which depends on the direction. Metallic highlights are the color of the material while non-metallic are the color of the lights hitting the material.

The following properties can be used to create specific effects:
The Translucency and Index of Refraction properties becomes editable only when the Transparency value is greater than 0. A translucent object lets some light pass through and scatters some light within the object; for example, frosted glass. The translucency value is a percentage: at 0.0, the material is not translucent; at 1.0, the material is as translucent as possible.
The Index of Refraction controls the degree to which light rays are bent as they pass through the material and thus distort objects that are seen on the other side of the object. For example, at 1.0, the object behind the transparent object is not distorted. At 1.5, the object is distorted greatly, as if it were seen through a glass marble.
| Material | Index of Refraction |
|---|---|
| Air | 1.00 |
| Water | 1.33 |
| Alcohol | 1.36 |
| Quartz | 1.46 |
| Glass | 1.52 |
| Diamond | 2.30 |
| Custom | 0.00 - 5.00 |
The Self Illumination check box infers changing values. This control filters color, luminance, and color temperature of the material. The Filter Color creates the effect of a color filter over the illuminated surface.
Luminance causes a material to simulate being lit within a photometric light source. How much light is emitted is a selected value in photometric units. No light is cast on other objects.
| Material | Luminance (candelas per square meter) |
|---|---|
| Dim Glow | 10 |
| LED Panel | 100 |
| LED Screen | 140 |
| Cell Phone Screen | 200 |
| CRT Television | 250 |
| Lamp Shade Exterior | 1300 |
| Lamp Shade Interior | 2500 |
| Desk Lamp Lens | 10000 |
| Halogen Lamp Lens | 10000 |
| Frosted Bulb | 210000 |
| Custom | unclamped |
The color temperature sets the color of the self illumination.
| Material | Color Temperature (degrees Kelvin) |
|---|---|
| Candle | 1850 |
| Incandescent Bulb | 2800 |
| Flood Light | 3400 |
| Moonlight | 4100 |
| Daylight Warm | 5000 |
| Daylight Cool | 6000 |
| Xenon Arc Lamp | 6420 |
| TV Screen | 9320 |
| Custom | unclamped |
The Amount adjusts the height of the bump. Higher values render as higher relief and low values render as low relief. Grayscale images make effective bump maps.