> For the complete documentation index, see [llms.txt](https://help.transmutr.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.transmutr.com/materials.md).

# Materials

The **Materials** tab lists every material on the loaded model (or the materials created in a materials-only session). Expand a material card to edit PBR properties and maps.

<figure><img src="/files/AevoLuxxQt62wjareE1X" alt=""><figcaption></figcaption></figure>

## Material list

* Click a material name to expand or collapse its settings.
* **New material** creates an empty material you can fill and assign to an object.
* For SketchUp (`.skp`) inputs, **Overwrite SketchUp Materials** controls whether Transmutr replaces existing SketchUp materials on export.

### Per-material actions

<table><thead><tr><th width="327">Action</th><th>Purpose</th></tr></thead><tbody><tr><td><strong>Reset</strong></td><td>Restore the material to its imported state</td></tr><tr><td><strong>Include / Exclude from automations</strong></td><td>Opt in or out of Studio / Creator automations</td></tr><tr><td><strong>Assign material</strong> (paint bucket)</td><td>Paint this material onto meshes in the viewport or Outliner</td></tr><tr><td><strong>Duplicate</strong> / <strong>Delete</strong></td><td>Copy or remove the material</td></tr></tbody></table>

## Material properties

<table data-search="true"><thead><tr><th width="222">Property</th><th width="284">Description</th><th>Synonyms</th></tr></thead><tbody><tr><td><strong>Color/Diffuse</strong></td><td>Base color and optional map</td><td>Albedo, Color</td></tr><tr><td><strong>Bump</strong> / <strong>Normal</strong></td><td>Height or normal mapping</td><td>Normal: Tangent, Dot3<br>Bump: Height</td></tr><tr><td><strong>Metalness</strong></td><td>Metallic workflow value / map</td><td></td></tr><tr><td><strong>Roughness</strong> / <strong>Glossiness</strong></td><td>Reflection roughness</td><td></td></tr><tr><td><strong>Mask</strong></td><td>Cutout mask, like the contour of a leaf</td><td>Opacity, Cutout, Clipping area, Alpha</td></tr><tr><td><strong>Transparency</strong></td><td>Refractive transparency, like glass or water</td><td>Refraction, Transmittance, Transmission</td></tr><tr><td><strong>Translucency</strong></td><td>Thin-walled translucency, like paper or leaves</td><td>Translucent</td></tr><tr><td><strong>Emissive</strong> (Advanced)</td><td>Emissive color, intensity, and maps</td><td>Emitter, Self-illumination, Power, Luminance</td></tr><tr><td><strong>Clear coat</strong> (Advanced)</td><td>Clear-coat layer, like car paint</td><td></td></tr></tbody></table>

Materials-only imports also expose **Dimensions** (Width / Depth / Height) for the material.

## Maps

For each map slot you can:

* Click to **Browse image file**
* **Drag and drop** a texture from your file explorer onto the slot
* Inspect resolution, channels, and file size in the map tooltip

Missing files show as **Not found**. Embedded textures are marked accordingly.

## Automations (Studio / Creator)

Enable **Automations** and click **Configure** to build rules such as “if the name starts with …, set Roughness to …”.&#x20;

Full details: [Automations](/materials/material-automations.md)

## Assigning materials

1. Click **Assign material** on a material card (paint bucket).
2. Click a mesh in the [viewport](/viewport.md)

**or**&#x20;

* Use the [Outliner](/outliner.md)’s material menu (**Assign to node** / **Assign to mesh**).

<figure><img src="/files/YgtuQVGyfWACO9NqQv1r" alt=""><figcaption></figcaption></figure>
