New Material & Edit Material
Create or edit color, texture, dimensions, opacity and PBR properties.
- Where to find it
- Main toolbar → New Material; material card → Edit
- Scope
- One material definition
- What changes
- Edits can affect every assignment using that material.
On this page
How to use it
- Choose New Material, or Edit on an existing material card.
- Set the name, color, texture or dimensions you need. Editing an existing material affects its uses throughout the model.
- Choose Save to keep the changes, or Cancel to restore the previous state.
Expected result
Set a tile material’s physical dimensions so its repeat has the intended size. Duplicate the material first when other tiled surfaces need to keep their existing finish.
Controls & options
| Control | What it does |
|---|---|
| Material name | Name the new material or edit the available name field. |
| Workflow | Choose Standard or PBR. Available controls depend on the workflow and host support. |
| Colour / Hex | Use the color picker or enter a hexadecimal color value. |
| Sample Material Color | Sample stored material color from geometry. |
| Reset Texture Color | Restore a textured material to its texture-only color state. |
| Opacity | Set material opacity. |
| Width / Height | Set the texture’s physical dimensions using the units shown in the dialog. |
| Load Texture | Choose an image as the material texture. |
| Find Texture | Reveal the available texture file on disk. |
| Remove Texture | Remove the material’s linked texture. |
| Metallic / Roughness / Normal / Ambient Occlusion | Load or remove each map; use its Enable toggle and strength control. An enabled property can exist without a loaded map. |
| Save / Cancel | Keep the editing session’s changes or restore its previous state. |
Behavior and limits
A material definition is shared wherever that material is assigned. Duplicate it first if you need a separate finish with independent properties.
Changing texture dimensions is different from positioning a texture on an individual face. Use Texture Transform for face mapping. PBR appearance also depends on the SketchUp display or rendering workflow.
