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.

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
Reset
Restore the material to its imported state
Include / Exclude from automations
Opt in or out of Studio / Creator automations
Assign material (paint bucket)
Paint this material onto meshes in the viewport or Outliner
Duplicate / Delete
Copy or remove the material
Material properties
Color/Diffuse
Base color and optional map
Albedo, Color
Bump / Normal
Height or normal mapping
Normal: Tangent, Dot3 Bump: Height
Metalness
Metallic workflow value / map
Roughness / Glossiness
Reflection roughness
Mask
Cutout mask, like the contour of a leaf
Opacity, Cutout, Clipping area, Alpha
Transparency
Refractive transparency, like glass or water
Refraction, Transmittance, Transmission
Translucency
Thin-walled translucency, like paper or leaves
Translucent
Emissive (Advanced)
Emissive color, intensity, and maps
Emitter, Self-illumination, Power, Luminance
Clear coat (Advanced)
Clear-coat layer, like car paint
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 …”.
Full details: Automations
Assigning materials
Click Assign material on a material card (paint bucket).
Click a mesh in the viewport
or
Use the Outliner’s material menu (Assign to node / Assign to mesh).

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