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How can I change a product’s material?

Sometimes it’s not enough to just change the color; you may need to change the material of a specific part of the product. Consider, for example, a tabletop, which can be made from different types of wood.

Materials can be created in two ways:

  • As soon as a Modell hochgeladen is created, its materials can be exported upon request
  • Materials can also be created or copied manually.
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K3 will soon provide a materials library as well.

Creating New Materials​

  • Open your configurator’s editor.
  • Click
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    in the sidebar.
  • Click
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    .
  • You can edit the following properties of a material:
    • Description: The title under which the material is managed in the configurator
    • Name: The title under which the material is referenced in the 3D model.
    • Type:
      • Pbr (Physically Based Rendering): The default material, which already provides a realistic rendering.
      • Physical: A slightly more complex material that allows for better rendering of transparent objects (such as glass) in particular
    • AR Fallback Material: Only for Type=Physical: Since AR engines cannot render these materials well, a different material can be specified here as a substitute.
    • Roughness: Surface roughness
    • Metalness: Metallic sheen of the surface
    • Transparent: Is the material transparent?
    • Opacity: How transparent is it? (1=solid, 0=completely transparent)
    • Color: A color value that is blended with the color map
    • Emissive: The surface’s emissive color
    • Color Map: An image used as a surface (e.g., a wood texture). The image must be evenly lit and tileable, meaning it can be displayed multiple times side by side. It should not be larger than approximately 1024x1024.
  • Under "Advanced":
    • Normal Map: Can smooth out models; for 3D modelers.
    • Roughness Map: For areas of varying roughness on a surface; for 3D modelers.
    • Metallic Map: For areas of varying reflectivity on a surface, for 3D modelers.
    • Side: Sets whether the material should be displayed on the front and/or back of models; usually the front (i.e., the outside).
    • Texture Repeat: Scales the textures in the x and y directions. Usually 1.
  • Above, you can see a preview of the material.

Creating New Materials Based on Existing Ones​

  • Open your configurator’s editor.
  • Click
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    in the sidebar.
  • Click the copy icon for the base material
  • A copy of the material will be created; modify it as desired.

Editing Materials​

  • Open your configurator’s editor.
  • Click on
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    in the sidebar.
  • Click the pencil icon next to a material and edit it as desired.

Applying Colors in a 3D Configurator​

  • In the sidebar, switch to the
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    tab.
  • First, create a Auswahl.
  • Switch to the Actions tab.
  • Check the box next to Change Surface
  • and select the material to be replaced. The selection lists all models and all materials within them. You can select multiple materials.
  • For many models, use the search field above the list instead of scrolling. It filters models and materials based on the text you enter. The same search is available in the material action of a Regel.
  • Click
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    .
  • On the Values tab, there is now a Material column.
  • Specify the desired material here for each value.

The selected material is now replaced with the material chosen from the list.

Models without a material slot

A material can only be replaced if the model includes the corresponding material slot and that slot has a name. Models without a named material slot cannot be colored or assigned a material in the configurator. Assign the material names in your 3D software before exporting the model.

Materials When Using Images​

For images, you will of course need one image per material. You can simply control the material replacement as described in hier.