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Material Types

Every material has one of four types. Standard covers almost everything; the other three are for surfaces that need a material of their own. This page describes the settings of each type. To pick one, see Choosing a Material Type. The settings that all types share, the normal map and emission, are on the Materials page.

TypeUse it for
StandardPaint, wood, stone, tiles, plastic, fabric, ceramics, mirrors: everything that isn’t one of the types below.
GlassWindows, drinking glasses, bottles and vases.
MetalGold, brass, copper, steel and other metals.
WaterPools, ponds and lakes.

Water, mirrors and glossy finishes turns a pool into Water with the Pool preset, and gives a mirror, glazed vases and a side table the Mirror, Glossy and Lacquered finishes of the Standard material. To follow along, download its scene, rayscaper-material-types.skp (5.1 MB): a small pool terrace. It works with the free version of Rayscaper.

The material for almost every surface. Every SketchUp material starts as a Standard material, and so do the materials from the asset manager. It’s a PBR (physically based) material, often called the “principled” material in other software, so scanned and downloaded PBR textures fit it directly.

Asian pears and a lemon on a wooden table

Scanned fruit and wood: Standard materials with color, roughness and normal maps.

Standard material settings panel

The Standard material settings.

Finish: sets the roughness, metallic, coating and sheen for a common finish in one click, and keeps the color. A new material is Satin. As soon as you change one of those settings yourself, the finish shows Custom.

FinishUse it for
MattePlaster, unglazed terracotta, chalk paint, raw concrete: no visible reflections.
SatinEggshell paint, plastic, oiled wood: soft, blurry reflections.
GlossyGloss paint, polished stone, glazed tiles, shiny plastic: sharp reflections.
LacqueredVarnished wood, lacquered furniture, glazed ceramics: a clear glossy coat on a satin base.
FabricVelvet, wool, upholstery: fully rough with a soft shine at the edges.
MirrorMirrors and chrome: a perfect reflection, tinted by the color.
A round mirror in a brass frame reflecting the room

A round mirror with the Mirror finish, in a frame of Brass metal.

Color: the base color, a color or an image. For a material from SketchUp it’s the color or texture of the SketchUp material.

Roughness: how smooth the surface is. 0% gives mirror-sharp reflections, 100% a completely matte surface. Use a roughness map for realistic variation across the surface.

A glossy terracotta-colored ball with sharp reflections

Metallic: blends between a non-metal (0%) and a metal (100%). Real surfaces are one or the other, so use values in between only for transitions in a texture, like paint worn down to the metal. For metals with measured colors, use the Metal material.

A golden-yellow ball as a non-metal, like plastic

A non-metal: the color is in the surface, the reflections are white.

Opacity: see Opacity.

Expand Advanced for the layers on top of the material and the settings that most materials keep at their default. The Lacquered and Fabric finishes set the coating and sheen for you, and every finish turns transmission and anisotropy off. Changing the coating, the sheen strength, the transmission or the anisotropy switches the finish to Custom.

Strength: how much light passes through the material. 0% is opaque, 100% transmits like glass. The Index of Refraction (IOR) under Specular controls how much the material bends the light. For windows, glasses and bottles, use the Glass material instead.

An opaque pale blue ball

A clear layer of varnish or lacquer on top of the material. It works best on a rough base, like car paint or varnished wood.

Strength: 0% turns the coating off, 100% applies it fully.

A matte blue ball without coating

Roughness: how smooth the coating is. 0% gives sharp, glossy reflections, 100% soft, matte ones.

A blue ball with a sharp, glossy coating

A soft shine at the edges, as on velvet and other fabrics with fine fibers.

Strength: 0% turns the sheen off, 100% gives a strong velvet-like edge.

A dark red matte ball without sheen

Tint: the color of the sheen. White gives a neutral sheen.

Velvet with a white sheen

Roughness: low values keep the sheen in a narrow band at the edges, high values spread it over the surface.

Velvet with a narrow sheen at the edges

Tint: the color of the reflections of a non-metal. White is physically accurate for almost every material, a color gives tinted reflections. These examples use a black base, so only the reflections show:

A black ball with red reflections

Index of Refraction (IOR): how strong the reflections are, especially when you look at the surface straight on, and how much a transmissive material bends the light. The default of 1.5 suits most materials, like plastic and glass. These examples use a dark, glossy material, where reflections show best:

A dark glossy ball with faint reflections

Stretches the highlights in one direction. Use it for brushed metal, hair, satin and other materials with a direction in their surface. It needs some roughness to show.

Strength: higher values stretch the highlights further.

A satin metal ball with round highlights

Rotation: turns the direction of the stretching, from 0 to 360°, to align it with the grain of the material, for example the brushing direction of a steel panel.

Brushed metal with horizontal streaks

The Standard material, setting by setting goes through every setting above on Rayscaper’s shader ball. To follow along, download its scene, rayscaper-pbr-material.skp (0.9 MB): a small photo studio.

For windows, drinking glasses, bottles, vases and water in a container. Glass reflects and refracts light like the real thing, and lets light through for shadows, so daylight reaches the rooms behind windows.

A glass carafe and a tumbler, both partly filled with water

A carafe and a tumbler of glass.

Glass material configuration

The Glass material settings.

Color: the tint of the glass. Keep it white for clear glass. A color tints both the light passing through and the reflections.

A clear glass ball

Roughness: frosts the glass. Use 0% for clear glass and higher values for frosted, etched or privacy glass.

A clear glass ball

Thin: treats the glass as a sheet without thickness. Turn it on for window panes, which are usually modeled as a single face: light passes straight through without bending. Keep it off for objects with real thickness, like bottles, glasses and aquariums. Thin glass ignores Roughness. Off by default.

A solid glass ball that refracts the backdrop

A solid ball of glass that bends the light.

Expand Advanced for the index of refraction, the shadows and the opacity of the glass.

Index of Refraction (IOR): how strongly the glass bends light, and so how much it distorts what’s behind it. Higher values bend more and reflect more. The default of 1.5 is window glass.

MaterialIOR
Air1.0
Ice1.31
Water1.33
Glass1.5–1.7
Ruby1.77
Sapphire1.77
Crystal2.0
Diamond2.42
A glass ball with IOR 1.33

Transparent Shadows: lets light pass through the glass, so it casts a light shadow instead of a dark one. Keep it on for windows, otherwise the rooms behind them stay too dark. On by default.

A glass ball casting a dark shadow

Opacity: see Opacity.

Metals with their measured color and reflection. Choose the metal, and tint or roughen it if you like.

Brass candleholders with lit candles

Brass candleholders with lit candles. The candle flames use emission.

Metal material configuration

The Metal material settings.

Metal: the metal: Aluminium, Brass, Chrome, Copper, Gold, Iron, Nickel, Platinum, Silver or Titanium. Gold is the default. A metal from an older scene that isn’t one of these, or one whose values you changed under Advanced, shows Custom and keeps its look.

A gold shader ball

Six of the metals, all with a roughness of 15%.

Tint: colors the metal, for anodized aluminium or tinted steel. White keeps the color of the metal.

Roughness: 0% is polished like a mirror, higher values give satin, brushed and weathered metal.

Roughness also accepts an image map, including when you use a metal preset:

  1. Choose a Metal, such as Aluminium or Chrome.
  2. Click the image icon next to Roughness and select your roughness map.
  3. Click the sliders icon next to Roughness to open the texture editor and adjust the image settings.

Dark areas of the map give smoother reflections; light areas give rougher reflections. Use this to vary the finish across the surface, for example with worn patches or fingerprints.

Choosing another Metal preset keeps your roughness map and its settings. It changes the metal’s measured reflection properties, so you can compare metals without loading the map again.

Expand Advanced for the measured values of the metal, brushed highlights and the opacity.

Metallic Index of Refraction (IOR) and Absorption Coefficient: how the metal reflects and absorbs light, per color channel (red, green, blue). Together they give the metal its color. Choosing a metal sets both, and changing them switches the metal to Custom. These are the values of the metals:

MetalMetallic IORAbsorption Coefficient
Aluminium (Al)(1.35, 0.97, 0.62)(7.47, 6.40, 5.30)
Brass (Cu-Zn)(0.44, 0.53, 1.09)(3.70, 2.77, 1.83)
Chrome (Cr)(2.02, 2.79, 2.02)(3.86, 4.20, 3.86)
Copper (Cu)(0.27, 0.68, 1.32)(3.61, 2.62, 2.29)
Gold (Au)(0.18, 0.42, 1.37)(3.42, 2.35, 1.77)
Iron (Fe)(2.91, 2.95, 2.58)(3.09, 2.93, 2.77)
Nickel (Ni)(1.99, 1.92, 1.73)(4.21, 3.62, 2.94)
Platinum (Pt)(2.38, 2.08, 1.85)(4.27, 3.72, 3.14)
Silver (Ag)(0.16, 0.15, 0.14)(3.93, 3.19, 2.38)
Titanium (Ti)(2.74, 2.54, 2.27)(3.81, 3.43, 3.04)

Anisotropy: stretches the highlights along the surface, like the fine grooves of brushed metal do. It needs some roughness to show.

A satin silver ball with round highlights

Round, even highlights.

Anisotropy Rotation: turns the direction of the streaks, from 0 to 360°.

Brushed metal with horizontal streaks

Opacity: see Opacity.

A material made for swimming pools, ponds, lakes, fountains, and other bodies of water in architectural scenes. It combines a reflective, refracting water surface with procedural waves and depth-dependent color, so you get convincing water from a single flat face: no textures, normal maps, or water volumes required.

A courtyard swimming pool rendered with the Rayscaper Water material

A courtyard pool rendered with the Water material. The deep end takes on more color than the steps, the mosaic floor warps with the waves, and the far side of the pool reflects the wall and sky.

Water material configuration

The Water material settings.

Preset: sets the color, clarity and waves for a kind of water in one click. Start from the preset closest to your scene and fine-tune from there. As soon as you change another setting, the preset switches to Custom. A new Water material also starts at Custom, with generic values, so pick a preset first: Pool is a good start.

PresetUse it for
PoolClear, calm swimming pool water with small ripples.
PondMurky green garden ponds.
LakeNatural open water with a slow, large swell.
WindyChoppy water with strong waves and lots of small ripples.
TropicalVery clear turquoise water, like a resort pool or a shallow lagoon.
Reflecting PoolDark, nearly still water that mirrors its surroundings.
SpaAgitated hot tub or whirlpool water with small, busy waves.
Water material with the Pool preset

The examples below start from the same pool and change one setting at a time.

Water Tint: the color the water takes on as light travels through it. Shallow water shows only a hint of the tint, while deep water shows its full color. The tint doesn’t color the reflections on the surface, only what you see through the water. Use a light aqua for pools, green or brown for ponds, and a deeper blue for lakes and the sea.

Water with an aqua tint

Clarity: how far light travels through the water before it reaches the full Water Tint, from 0.1 m to 50 m. Low values give murky water where the bottom quickly fades into the tint color. High values give crystal-clear water where you can see the floor of even a deep pool. Because Clarity is a distance, it works together with the depth of your pool: 2 m of clarity looks clear in a shallow pool but hazy in a deep one. The examples below use a stronger blue tint to make the difference easy to see.

Water with a clarity of 0.2 m

Wave Strength: how rough the water is, from 0 to 1. At 0 the water is perfectly calm and behaves like a flat pane of glass. Higher values distort the view of the pool floor more and break up the reflections on the surface. The size and direction of the waves come from the preset, or from Wave Size and Wave Direction under Advanced.

Water with wave strength 0

Expand Advanced for the settings that the presets set for you: how cloudy the water is, the shape of the waves and the reflections.

Turbidity: how much suspended matter, like algae or silt, is floating in the water, from 0 to 1. Turbid water scatters tinted light back toward the viewer and hides submerged objects, even in shallow areas. Keep this close to 0 for pools and increase it for ponds, rivers, and other natural water.

Water with turbidity 0

Wave Size: the distance between the crests of the main swell, from 0.05 m to 10 m. Small values give short ripples, like a pool with a light breeze or a fountain. Large values give the long, rolling swell of a lake. The examples below turn Wave Detail off so you only see the swell.

Water with a wave size of 0.15 m

Wave Detail: adds small ripples on top of the main swell, from 0 to 1. Low values give a smooth, rolling surface. High values give agitated, wind-blown water.

Water with wave detail 0

Wave Direction: the direction in which the waves travel, from 0° to 360°. At 0° the waves travel along the red axis of the object that holds the water face, at 90° along its green axis. The downwind side of each wave is the steeper one. This setting has no visible effect when Wave Strength is 0.

Water with wave direction 0 degrees

Surface Roughness: blurs the reflections on the water surface, from 0 to 0.3. Use 0 for mirror-sharp reflections on still water, and a small value to soften reflections on a breezy day. The view through the water blurs only slightly, so the pool floor stays readable.

Water with surface roughness 0

Reflection: the maximum strength of the reflections, from 0 to 1. Like real water, the surface reflects little when you look straight down and more at grazing angles; this setting limits how strong those grazing reflections can get. The default of 0.45 keeps the floor of the pool visible across the whole surface. Use 1 to let calm water turn into a mirror toward the horizon, as with a reflecting pool.

Water with reflection 0.2

The examples on this page use CC0 models, textures and HDRIs from Poly Haven.