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Materials: shared surfaces and maps

Select a material, inspect it on the right

Open QWAY → Materials. This is a browser of reusable materials in the current project. Select a card to open its properties in the right-hand Inspector; the bottom panel remains the material browser. Search by name, source alias or category.

The project material browser and its right-hand Inspector.
The project material browser and its right-hand Inspector. Open 4K image
  1. Select an existing material, or choose New material. Give it a readable name, a unique source alias and a useful category.
  2. Choose Standard for metallic/roughness lighting or Unlit for a surface that should not respond to scene lighting.
  3. Adjust colour, roughness, metalness, emission, opacity and face/alpha settings as needed. Inspect the actual surface in the 3D viewport.
  4. Choose Apply material to commit the change. All surfaces assigned to that shared resource update together. Undo restores the previous authoring state.

Assign, share or make unique

Drag a material card onto a visible object, wall, floor or poster. The target outline identifies what will receive the material. For keyboard use, select the target and choose Apply to selection. Locked objects reject drops; an object behind a locked surface is not silently selected instead.

ActionResult
Apply materialUpdates the shared resource and every assigned surface.
Make uniqueCreates an independent material and assigns it to this target.
Use original materialRemoves the override and restores the embedded GLB material.
Undo / RedoRestores the authored assignment or property edit.

Select an object or its poster entry to inspect the assigned material. WRIGHT room backdrops use the same material system. A material changes appearance, not collision geometry or the size of the object.

Texture maps and UV placement

Uploaded images are immutable resources. Use the supported material-map slots and UV offset, repeat and rotation controls to place them. Check transparency and the back of thin surfaces before choosing single- or double-sided rendering. A repeated floor texture and a uniquely placed poster need different UV settings.

Keep the source image in the authoring project. WorldPack export generates the desktop/mobile derivatives; lowering an export texture resolution should not require degrading your original project. Built-in floor presets remain application resources and are distinct from uploaded maps.

When the material looks wrong

  • Confirm the intended object or material card is selected; the Inspector follows selection.
  • Check whether you edited a shared material: several surfaces changing together can be intentional.
  • Use Make unique before a change that belongs to only one surface.
  • Allow image decoding and GPU upload to finish. A visible object can precede its final textures.
  • Check lighting, UV mapping, alpha mode and whether the GLB has several material slots.
  • Stop playback/simulation and resolve invalid authoring drafts before assigning a material.