Materials

The Konfig content management system allows users to create custom product configurations using 3D models, materials, textures, and environments. In this article, we will focus on the material editor, which is a tool that allows users to create and customize materials for use in the product configurator.

What is the material editor and how does it work in Konfig?

The material editor is a tool that allows users to create and customize materials for use in the product configurator. A material defines the appearance of a 3D model, including its color, texture, roughness, metalness, opacity, and other properties. Using the material editor, users can create a wide range of materials, from simple solid colors to complex, multi-layered materials with multiple textures and properties.

In order to use the material editor in Konfig, you will need to create a new material by clicking the "Create" button in the "Materials" tab. This will open the material editor, where you can adjust the various properties of the material. The material editor provides a wide range of options, including the following:

  • Color: This determines the color of the material. You can either enter a hexadecimal color value or use the color picker to select a color.
  • Map: If you want to use a texture to define the color of the material, you can use the map option to specify the texture. The texture will be multiplied on top of the base color, allowing you to create variations of the same material without having to re-download the texture.
  • Bump Map: This allows you to use a texture to create the illusion of bumps or dents on the surface of the material.
  • Bump Scale: This controls the strength of the bump map, allowing you to adjust the level of detail in the bumps or dents.
  • Clearcoat: This adds a glossy layer on top of the material, simulating the effect of a clear coat of paint.
  • Clearcoat Roughness: This controls the roughness of the clearcoat layer, allowing you to adjust how blurry or sharp the reflections are on the surface of the material.
  • Reflectivity: This controls how much the material reflects its environment. A value of 1 means the material will reflect its environment perfectly, while a value of 0 means it will not reflect its environment at all.
  • Roughness: This controls the roughness of the material, allowing you to adjust how blurry or sharp the reflections are on the surface of the material.
  • Roughness Map: This allows you to use a texture to define the roughness of the material, allowing you to create fine-grained control over the appearance of the material.
  • Metalness: This determines how metallic the material is. A value of 1 means the material is a perfect conductor of electricity, while a value of 0 means it is a perfect insulator.
  • Opacity: This controls the transparency of the material. A value of 1 means the material is completely opaque, while a value of 0 means it is completely transparent.
  • Normal Map: This allows you to use a texture to define the surface normals of the material, allowing you to create the illusion of bumps or dents on the surface without actually modifying the geometry of the model.
  • Normal Scale X/Y: These control the strength of the normal map in the X and Y directions, allowing you to adjust the level of detail in the bumps or dents.
  • AO Map: This allows you to use a texture to define the ambient occlusion of the material, simulating the effect of shadows in crevices and corners of the model.
  • Alpha Map: This allows you to use a texture to define the transparency of the material. This can be used to create masks or cutouts on the surface of the material.
  • AO Map Intensity: This controls the strength of the ambient occlusion map, allowing you to adjust the level of shadowing on the surface of the material.
  • Displacement Map: This allows you to use a texture to displace the vertices of the model, creating the illusion of bumps or dents on the surface of the material.
  • Displacement Scale: This controls the strength of the displacement map, allowing you to adjust the level of detail in the bumps or dents.
  • Metalness Map: This allows you to use a texture to define the metalness of the material, allowing you to create fine-grained control over the appearance of the material.
  • Light Map: This allows you to use a texture to define the lighting of the material, allowing you to simulate complex lighting effects on the surface of the material.
  • Light Map Intensity: This controls the strength of the light map, allowing you to adjust the level of detail in the
  • Light Map Intensity: This controls the strength of the light map, allowing you to adjust the level of detail in the lighting on the surface of the material.
  • Emissive Map: This allows you to use a texture to define the emissive color of the material, allowing you to create the illusion of glowing or self-illuminated surfaces.
  • Emissive Intensity: This controls the strength of the emissive map, allowing you to adjust the intensity of the glowing or self-illuminated effect on the surface of the material.
  • Transmission: This controls how much light passes through the material. A value of 1 means the material is completely transparent, while a value of 0 means it is completely opaque.
  • Repeat X/Y: These control the tiling of the textures on the surface of the material. A value of 1 means the texture will be repeated once in each direction, while a value of 2 means it will be repeated twice, and so on.