Material inspection and editing

Inspect and edit PBR, Unlit, Toon, texture channels, UV tiling, transparency, double-sided state, and advanced material properties.

Applies to Tridi Viewer 1.4.0 release. Release notes

Inspect the active material

Select a material from the Materials panel or pick a material directly from supported geometry. Material Properties follows the active material and exposes the effective images and editable values used by the current scene.

Shading modes

  • PBR uses physically based material response and the supported imported material channels.
  • Unlit displays color without normal scene lighting.
  • Toon provides format-independent cel shading with editable shadow and outline presentation.

Texture and surface controls

Material Properties can expose Base Color, Opacity, Metallic/Roughness, Normal, Height or Bump, Emission, AO, Sheen, Specular, Clearcoat, Diffuse Transmission, Transmission and Volume, Anisotropy, Iridescence, and Dispersion when those domains are available.

  • Relink or replace supported material images without modifying the original source file.
  • Adjust UV tiling and supported texture routing.
  • Edit blend mode, alpha cutoff, Double Sided state, and supported shading parameters.
  • Normal Strength remains independently editable. Height or Bump affects shading detail; it does not displace geometry.
  • Toon materials can adjust shadow color, threshold, softness, outline width, and outline color where supported.

Save or load a material asset

The Materials panel can save the active material as a native .tridimat material asset and load a saved material asset onto the selected material. A Tridi material asset stores one canonical material together with the image, texture, and sampler resources needed by that material.

Saved material images are normalized into a self-contained lossless PNG resource set so the material can be moved independently of the original model. Loading a material asset replaces the assigned material state without rewriting unrelated materials in the scene.

Edits, projects, and export

Supported material and texture edits participate in Undo and Redo. Native .tridi projects can retain supported effective material state, and compatible model export derives from the current edited scene rather than silently reverting to the original source values.