Getting started

System Requirements

Rendering

Vectary Dashboard

Account Settings

Roles

User Interface

Scene Orientation

Units

How To Get Help

Importing

Import formats

Figma frames import

CAD files

Processor

Design process

Design mode

Materials and Textures

Animated Materials

Decals

UV mapping

Camera

Lighting and Environment

Effects

Background

Libraries

Materials and Textures

Easily create stunning photorealistic materials

How to add or change the material:

  1. First, select an object.
  2. In the right panel go to the Library icon to select a pre-defined material from the Material Library.
  3. It is also possible to manually change many material properties (color, metallicity, opacity, and more), these properties are divided into two sections: Basic and Advanced.

<aside> 🔥 Learn more about the materials library and how to add custom materials to the library:

Material library

</aside>

https://vimeo.com/769927403

Each object can have many materials, you can easily switch between them:

Untitled

1 - create new material for the object

2 - duplicate already created material

3 - 🔥 copy material from another object with eyedropper

4 - delete the material

Basic Materials Settings

https://www.youtube.com/watch?v=czgoIgrmuEQ

Color

<aside> 👉 It is important to understand that color works differently in 3D than it does in 2D. Because an object's color is affected by the lighting. That's why in 3D it's not just color, it's diffuse color.

</aside>

You can set the color using standard methods: select a color from the palette, insert a color code, or use the dropper. The HEX and RGB color models are available.

There are different color modes - solid color or gradient. And you can also use textures (png/jpg/svg) and even animated textures (gif/lottie) instead of colors and import images directly from Figma:

Figma frames import

Animated Materials

https://vimeo.com/723014438

Roughness

Roughness controls how matte or glossy the material will be.

0 — maximum glossy 100 — maximum matt

Roughness greatly affects metallicity (and vice versa). Below you can see two sets of spheres with different roughness. All spheres of the upper row have zero metallicity. While all the lower spheres have maximum metallicity.

Frame 2.png

https://vimeo.com/769942153

Metalness

This property determines how metallic the material will be.

0 — non-metallic material (dielectric) 100 — maximally metallic

<aside> 💡 100% metalness and 0% roughness is a mirror

</aside>

Frame 2m.png

https://vimeo.com/769953323

Opacity

With this property, an object can be made transparent or partially transparent.

You can also use a texture for this property, which can make the object transparent only in some parts of it.

To do this, you must use a black-and-white opacity map, in which black is responsible for transparency.

0 — completely invisible 100 — fully visible

There are two methods: Blend and Mask. The Mask method allows non-transparent areas to cast a shadow. In addition, this mode is preferred for better performance.