Materials
发布于:2025-12-05
Purpose:
Used to adjust the material properties on the model, including four categories: underwear, skin, hair, and shoes. Compared to the options under “Type,” this section allows for more flexible customization.
The Model Material Editor is generally similar to the Fabric Properties Editor.
You can directly edit the materials for underwear, skin, hair, and shoes.
Operation Path:
Select Model ▶ Properties Editor ▶ Material
Underwear
You can customize the underwear’s texture, normal map, gloss map, metal map, and transparent map according to your needs.
Skin
Material List
"You can choose to edit the material properties of different parts of the body.
Eyelash styles can be selected here.
Skin Txeture | |
|---|---|
Material List | |
Material Library | |
Rendering Type | is not recommended to modify the model's skin settings except for the Matte and Subsurface Scattering rendering types.Subsurface Scattering only takes effect during offline rendering and gives the skin a translucent and scattering appearance. However, this significantly increases computational load, potentially doubling the rendering time. |
Texture | Texture Maps and Color Settings |
Normal Map |
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Gloss Map | Adjusting the intensity can make the avatar appear smoother, giving a wet or glossy effect, and can be used according to actual needs.Invert will turn originally smooth areas rough and rough areas smooth; its use is not recommended.
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Transparent Map | It is not recommended to alter the transparency on the avatar’s skin. However, if the eye reflections during offline rendering are too strong or too weak, adjustments can be made by modifying the transparency of the avatar's cornea. As shown in the image, altering the transparency can adjust the gloss of the corneal reflections, allowing for better effects under different lighting scenarios. |
Displacement Map | Displacement maps significantly increase computational load and only take effect after applying a very high level of mesh subdivision—often with minimal visible improvement. The default avatar does not use displacement maps, and it is not recommended to make any changes here. |
Metal Map | Gives the material a metallic sheen; not recommended for use on avatars.
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Reflection Parameters | Reflection intensity can be understood as Fresnel reflection, which controls the overall reflection effect. The reflection effect of the default avatar is achieved through a combination of specular color maps and glossiness maps. Therefore, no modifications are recommended in the avatar's material settings. The intensity of the side light can be adjusted based on the actual situation. |
Reflection Parameters
Hair
Modify hair color
Select the hair for editing, and make sure to choose the material labeled with a hair-related name from the material library.
Or you can click it in the 3Dwindow to edit it.
The operation is the same as skin tone adjustment. Simply click on the color selection area under the texture layer to change the color. If the result appears darker than expected, you can enable the fade function. The fade slider adjusts the intensity of desaturation or whitening—use it as needed based on the actual effect.
Metalness Map: This map gives the material a metallic sheen. It can be applied to hair to enhance the texture of lighter-colored hair, making it appear more refined. However, it tends to darken darker hair colors, so its use is not recommended in such cases.
Reflection Parameters: Reflection intensity and rim light strength follow the same principles as those applied to skin materials and can be adjusted as needed. Rim lighting can be used to create glowing hair strand effects.
Shoes
Change Shoe Material
Just like changing skin or hair, modifying the shoe material involves adjusting its rendering type, texture, normal map, gloss map, metal map, transparent map, displacement map, reflection parameters, and advanced settings such as side transparency and translucency.


