What you can do with the Resource menu "Materials" †
Under Materials in the Resource menu, you can configure detailed settings for materials.
Material Setting Options †
- Material List
This is a list of registered materials.
Materials can be generated automatically when a model is added, or they can be generated anew by selecting the texture you want to base the model on from the Add button.
- Add Button
Select a registered texture and generate a material.
- Folder Button
Add a folder for management.
If there are any selected files, include them and make them into a folder. (Multiple selections allowed)
Data can be moved by drag and drop after adding folders.
- Copy Button
Copy the selected materials.
- Paste Button
Paste the copied materials.
- Trash Button
Delete the selected materials.
Material List / Right-Click Menu †
Right-click in the material list to view.
- Cut
Cut out the selected materials.
- Copy
Copy the selected materials.
- Paste
Paste the cut and copied materials.
- Delete
Delete the selected materials.
- Rename File by Resource Name
Not used for materials in Resource Management.
- Specify Local Name
Folder name localization function.
English folder names can be specified when opening in the English version.
- Open the Resources Folder in Explorer
Not used for materials in Resource Management.
- Open the Import Folder in Explorer
Not used for materials in Resource Management.
- Sort This Hierarchy by Name
Sort alphabetically by name within the selected hierarchy/folder.
- Sort Selected Elements by Name
Sort only on multiple selections.
Material Preview †
This is a preview screen of the material.
- Preview Screen
The camera can be rotated and moved by dragging the right mouse button and moved horizontally by dragging the middle mouse button.
- Model Used for Preview
You can select a sphere or a model for which the material being selected is specified.
Material Settings †
This section provides detailed material settings.
- Name
Specify the name for the material.
(It can also be changed by clicking twice on the name of the physics setting in the Physics Settings list.)
- Basic
- Culling
Select whether to render the faces of the mesh.
[Back Face Culling] The back side of the mesh is not rendered. (Normally, this setting is used.)
[Double Sided] Render both sides of the mesh. (Use this setting when you want both sides of the mesh to be rendered, for example, for grass.)
[Front Face Culling] The front side of the mesh is not rendered.
[Invisible] Does not render the mesh.
- Cast Shadow
This setting determines whether or not this material casts shadows on the model to which it is assigned.
- Linked to Building Lights
The emissive setting of this material is enabled only if "Lights on Buildings" is turned on in the rendering settings.
Use for house windows, street lights, lamps, etc., where you want the light to emit only at night.
("Map Settings > Rendering > Lights > Lights on Buildings")
- Animation
Specify the material animation.
- U Scroll Animation
Specify texture animation for the U-axis.
- V Scroll Animation
Specify texture animation for the V-axis.
- Speed
Specify the animation speed.
- UV Step Animation
This is specified to slice a texture and use it as if it were slice animation.
The UV of the model must be attached to the first slice in advance.
(This function does not scale texture coordinates.)
- U Slice
Specify how many horizontal slices the texture will be divided into.
- V Slice
Specify how many vertical slices the texture will be divided into.
- Number of Total Frames
Specify how many slices there are in total.
- Interval (sec)
Specify the time it takes to advance to the next slice.
- Emissive Blink
If there is an emissive specification, it can be blinked on and off.
- Speed
Specify the emissive blinking speed.

- Shaders
For more information, please read the Shaders page.
2dmap_skybox | Render the skybox with a 2D texture for a spherical map. |
a_n | Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal> |
a_n_discard | Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal>, Discard Alpha |
a_n_rm | Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal>, Mask <Roughness (Green), Metallic (Blue), Emissive (Red), Specular (Alpha)> |
a_n_rm_discard | Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal>, Mask <Roughness (Green), Metallic (Blue), Emissive (Red), Specular (Alpha)>, Discard Alpha |
a_n_rm_sss_discard | This shader includes SSS elements in a_n_rm_discard. |
a_n_rm_wind_discard | This shader adds vertex animation by wind to a_n_rm_discard. |
a_n_wind_discard | This shader adds vertex animation by wind to a_n_discard. |
character_create_hair | Hair shader for characters. Overlay composite of vertex color and parameter hair color. |
character_create_skin | Skin shader for characters. Places parts such as eyes and mouth based on parameters from vertex coordinates. |
cubemap_skybox | Render the skybox with a cube texture for a spherical map. |
glass | Environment maps can be rendered as reflective, glass-like textures. Rendered as translucent. No lighting is performed. |
map | It is a physics-based extension of the shader for non-physics-based rendering. Performs opaque rendering. |
map_discard | Based on the map shader, discard alpha (non-transparent) is performed. For example, the effect of leaves. Rendered as opaque. |
map_nolit | This shader does not perform lighting and does not apply an environment map; the color of the texture remains the same. It renders as opaque. |
map_nolit_add | No lighting or environment map is applied, and the texture is blended with the color of the texture as it is by add. It is rendered as translucent. |
map_nolit_alpha | No lighting or environment map is applied, and the texture is composited with the texture's alpha value, leaving the texture's color as it is. It is rendered as translucent. |
map_nolit_discard | Based on the map_nolit shader, discard alpha (non-transparent). Rendered as opaque. |
map_nolit_modulate | No lighting or environment map is applied, and the texture is blended by modulate with the color of the texture. Rendered as translucent. |
map_notex | Displays polygons using only vertex colors, without textures. Physics-based shading. Rendered as opaque. |
map_wind_discard | This shader adds vertex animation by wind to map_discard. |
transparent_normal _water | Use the normal map to express the surface of the water. The result of the back rendering is used for the refraction representation. |