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Materials

Materials decide how every surface in your render looks: its color, how shiny it is, whether light passes through it, and whether it glows. Every SketchUp material in your model has a Rayscaper material with the same name, and Rayscaper materials add the settings you need for realistic results.

To try these controls on a ready-made model, download the shader ball demo scene.

A still life on a wooden table with brass candleholders, a glass carafe, a glazed vase, a round mirror, a terracotta pot and a rubber duck

Every object on this table uses a different material type: glass, metal, coated ceramic, diffuse terracotta, a mirror, plastic, and PBR materials for the fruit and the table.

Rayscaper materials panel showing the materials list and editor

The materials panel: pick a material in the list at the top to edit it below.

Glass, metal and light shows Material Pick, turns a carafe into glass and a bowl into brass, and lets pendant globes light a dining room with Emission. To follow along, download its scene, rayscaper-materials.skp (6.8 MB): a dining room in the afternoon sun.

SketchUp materials and your library shows why a surface renders in clay, how changes in SketchUp reach Rayscaper with Reload, and how to save a material to your library and use it again. Its scene, rayscaper-material-library.skp (7.0 MB), is a reading corner with a shelf that has no material yet.

More videos about materials are on Textures and Material Types. All scenes work with the free version of Rayscaper.

The list at the top of the Materials section shows every material in the model, in alphabetical order. Select one to edit it. To find the material of a surface instead, turn on Material Pick in the toolbar (Ctrl+M) and click the surface in the render, see Pick modes.

The buttons below the list act on the selected material:

ButtonWhat it does
Texture Mapping…Moves or re-projects all image textures of the material at once, see Global UV Editing. Only available when the material has image textures.
Save Material…Saves the material to your library, to reuse it in other models. See Saving Materials.
ReloadRebuilds the material from its SketchUp material, see Working with SketchUp Materials.
ResetRestores the default settings of the material’s type.

Below the buttons:

  • Material Name: the name of the SketchUp material. It’s read-only here; rename the material in SketchUp to change it.
  • Material Type: see Choosing a Material Type. Changing the type keeps the settings that every type has (Color, Opacity, Normal Map and Emission) and resets the others to the defaults of the new type.

To reload every material from SketchUp at once, use Tools > Reload All Materials from SketchUp, see Reload All Materials from SketchUp.

Every material has a type. Pick the type that matches the real-world surface, then fine-tune its settings:

TypeUse it for
PBRAlmost anything. The most flexible type and the one to use with scanned or downloaded PBR textures.
DiffuseCompletely matte surfaces: unglazed clay, plaster, paper.
CoatedA matte surface under a glossy layer: glazed ceramics, varnished wood, lacquer.
PlasticPlastics and glossy paints, with their own highlight color.
GlassWindows, glasses, bottles and water inside a container.
MetalGold, copper, brass, silver, aluminium and other metals, from polished to brushed.
MirrorPerfect mirrors.
WaterPools, ponds and lakes.

When you create a SketchUp material, Rayscaper creates a matching material with the same color, texture and opacity. This gives you a starting point to work from.

SketchUp materials panel showing A04_Scarlet_Glow material

The SketchUp materials panel. Every SketchUp material has a Rayscaper material with the same name.

After this first sync, changes in SketchUp are not applied to the Rayscaper material automatically, so your Rayscaper settings are never overwritten. To update a Rayscaper material with the current SketchUp settings, click Reload. To clear your changes and go back to the defaults, click Reset.

Rayscaper material editor showing the Reload and Reset buttons

Click Reload to sync a material with SketchUp again, or Reset to restore its default settings.

Renaming a material in SketchUp renames the Rayscaper material too.

Every face in SketchUp needs a material on its front side. Faces that only have SketchUp’s default material (white or light grey in SketchUp) have no Rayscaper material.

For a face without a material, Rayscaper uses the material of the group or component that contains it. If there’s no material anywhere up the hierarchy, the face renders in a matte, beige clay color.

Every material type has a Normal Map and Emission. Most types also have Color and Opacity: Metal has no Color (its color comes from the Metallic IOR and Absorption Coefficient, which the metal presets set for you), and Water has neither (it uses its own Water Tint and Clarity). These settings work the same for every type.

The examples on the rest of this page use Rayscaper’s shader ball in a photo studio.

The base color of the material. Use a single color, an image texture (a color, albedo or diffuse map) for realistic materials, or a pattern like checkerboard or noise.

How see-through the material is: 0% is invisible, 100% fully solid. Unlike glass, transparent surfaces don’t bend or tint the light behind them.

The shader ball at 20% opacity, mostly see-through

Mostly see-through, like a ghost.

Adds surface detail, like the mortar joints between bricks, without extra geometry. A normal map image stores the direction of the surface in every pixel, which changes how the light falls on it. Normal maps are mostly blue and purple, because most of the surface points straight out.

A brick normal map, mostly blue and purple

The normal map of the brick texture below.

A brick cube with its normal map, the mortar joints look recessed

The mortar joints look recessed and the bricks catch the light.

Normal map configuration options

The normal map settings. Loading a normal map image turns it on. Flip Red and Swap Red & Green appear when you expand the normal map editor.

SettingDescription
EnableTurns the normal map on or off.
ImageThe normal map image. It must be a tangent-space normal map, the standard kind texture tools make.
StrengthHow deep the details look, from 0 to 5. 1 is the depth the map was made for, 2 to 3 exaggerates it.
FormatOpenGL (Y+) or DirectX (Y-). OpenGL is most common. Switch to DirectX if bumps look like dents.
Flip RedInverts the horizontal direction. Use it if details look mirrored.
Swap R&GSwaps the horizontal and vertical directions, for maps that look rotated by 90°.

You can rotate a normal map like any other image texture, with its Rotation or with Texture Mapping…. Rayscaper turns the directions stored in the map along with the image, so the details stay lit from the right side.

Any material can glow and light the scene. By default, it emits light from the front of a surface only.

Emission controls in Color mode with Use Color Texture enabled

The emission settings, in Color mode with Use Color Texture enabled.

Enable turns emission on. Mode sets the color of the light: Temperature for a realistic color in Kelvin, or Color for any color you like.

Temperature: the color of the light in Kelvin (K), from warm orange at 1000-3000 K, like candles and bulbs, to cool blue-white at 6500 K and up.

A glowing ball at 2000 K, warm orange light

Candlelight orange.

Use Color Texture (Color mode): use the image in the material’s Color texture slot to color its emitted light. Add the image and set its mapping in Color first, then enable Use Color Texture under Emission. Turn it off to use a single color from the emission color picker. This works well for TV screens, illuminated signs and other surfaces whose bright areas need different colors.

Rayscaper logo over TV snow on an old CRT in a dark room, with cool and warm light on the floor

The CRT uses its picture texture for emission. Additional lights near the TV make the cool and warm spill easier to see.

Power: how much light the material emits, in Watts, from 0 to 1000. The emitting surface itself quickly becomes pure white; watch how much light reaches its surroundings instead.

A faintly glowing ball

A faint glow.

Fake Emission: the material looks bright, but doesn’t light anything around it. It renders faster, so use it for glowing details like indicator lights and screens that don’t need to light the scene.

A glowing ball lighting its surroundings

The ball lights the pedestal and the backdrop.

Two Sided: emits light from both sides of the surface instead of only the front.

The example models, textures and HDRIs are CC0 assets from Poly Haven. The CRT scene also uses the Rayscaper logo from this repository.