Articles
Textures and Materials
The Standard Material

The Standard Material

A 3D model of a baseball, shown in the Simulator and Viewport.

The standard material adds realistic depth to 3D objects, using a lighting system called the Phong model.

When you create a material in Spark AR Studio it will generally be a standard material, unless you create it for a 2D object.

You can also follow this video tutorial, to learn the basics of using the standard material.

Creating a standard material

To create a standard material:

  1. In the Assets panel, click Add Asset and select Material from the menu.
  2. Select the material in the Assets panel.
  3. Set the Shader Type to Standard in the Inspector.

You'll then see a list of options in the Inspector. Edit them to build your material.

In the image below we've added a ball shaped object to the scene, and created a standard material for it. As you can see, it has realistic light and shadow, creating a sense of depth:

A 3D sphere, shown with shading and shadow in the Simulator and Viewport.

Adding colors and a diffuse texture

Add colors and textures under Diffuse in the Inspector:

  1. Click the box next to Color to select a color.
  2. Click the dropdown next to Texture to add a texture.

In the image below, we've added a texture under Diffuse. The texture has been designed to make the ball look like a baseball. We've also changed the color slightly, to a shade of beige.

The 3D spehere has a baseball texture applied.

Adding highlights and a shiny effect

Check the box next to Specular to add a shiny surface highlight.

Adjusting the slider next to Smoothness will make the effect appear stronger or weaker. This is because you're controlling whether the highlight is spread out across a wide area, or concentrated in a smaller area.

You can also add a texture or a color here, by clicking the dropdown next to Type.

The baseball now looks shiny.

Using a normal map to add bumps and grooves

A normal map will give your object bumps and grooves, creating a more realistic effect. Representing these details as a texture instead of geometry will increase the performance of your effect.

To add a normal map:

  1. Check the box next to Normal
  2. Import a texture using the dropdown next to Texture.
The baseball is now less shiny, and has a more realistic texture.

Standard material - properties

Diffuse

Define the base color and pattern of an object. You can use Color and Texture together to create variations in the texture map.

Specular

Define the shininess and highlight color of a surface.

Normal

Create realistic textures like bumps, grooves and rivets without adding extra geometry to your object.

Emission

Allow your material to illuminate from itself. It wont cast rays, so the illumination won't affect other objects in the scene.

Alpha

Mask the alpha channel. Use Invert to switch which part of the texture is masked.

Tiling Options

Tile

Scale the textures you've applied to your material.

Offset

Shift the origin of your textures.

Render Options and Advanced Render Options

Edit these properties to control how the material renders in the scene.

Used By

The object this material is applied to.

Was this article helpful?