# Material Editor

The **Material Editor** allows us to create a **Material** that gives a **Mesh** a specific visual appearance when it comes into contact with **Light** in a **Scene**. The **Material** files have `.incmat` as their filename extension.

To open the **Material Editor**, double-click on a **Material** file in the **Asset Manager** or right-click on the Menu bar and click on **Material Editor** from the drop-down list. The latter option can be seen in the illustration below:

![](https://926825830-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKQhJdUBr7YQzfIwmpAZ9%2Fuploads%2Fgit-blob-f6e629865554f16d66b312c04992378932868543%2Fmaterialeditornew.png?alt=media)

The sections defined in the **Material Editor** are discussed below. They will not be displayed in the **Material Editor** if a **Material** file has already been opened.

The `Used Materials` section has **Materials** that have been previously applied to a **Mesh** in a **Scene**. These **Materials** can be edited by clicking on them.

`New Material`, as its name suggests, allows us to create new **Materials**. The illustration below depicts its behavior when clicked.

![](https://926825830-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKQhJdUBr7YQzfIwmpAZ9%2Fuploads%2Fgit-blob-fb77f7c2f1571471585c91e6c0e14e4648b2fdfd%2Fcreate-material.gif?alt=media)

`Open Material` opens a window that allows us to select an existing **Material** file. An example of the window is shown below:

![](https://926825830-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKQhJdUBr7YQzfIwmpAZ9%2Fuploads%2Fgit-blob-f2059ab13c92485b6da983b35b2a2dfaf2972aae%2Fopen-material-editor.PNG?alt=media)

Once a **Material** has been opened, the **Material** **Editor** allows the user to edit the **Material's** **Attributes**.

![Shading Models Menu](https://926825830-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKQhJdUBr7YQzfIwmpAZ9%2Fuploads%2Fgit-blob-ea710e322f658876d69804e35fde73c1c782ef91%2Fmaterialeditordropdownmenu.png?alt=media)

There are several **Shading** **Models** available to choose from when creating a new **Material**. The following sections give a brief description of each and list their available **Attributes**:

* [**Default Car Paint Model**](https://docs.incari.com/incari-studio/2022.1/modules/material-editor/car-paint-model)
* [**Default Extended PBR Model**](https://docs.incari.com/incari-studio/2022.1/modules/material-editor/extended-pbr-model)
* [**Default Glass Model**](https://docs.incari.com/incari-studio/2022.1/modules/material-editor/glass-model)
* [**Default PBR Model**](https://docs.incari.com/incari-studio/2022.1/modules/material-editor/pbr-model)
* [**Default Shadeless Model**](https://docs.incari.com/incari-studio/2022.1/modules/material-editor/shadeless-model)
* [**Default Phong Model**](https://docs.incari.com/incari-studio/2022.1/modules/material-editor/phong-model)

## See Also

* [**Mesh**](https://github.com/cgi-studio-gmbh/incari-doc/blob/2022.1/modules/objects-and-types/scene-objects/mesh.md)

## External Links

* More on [*Normal Mapping*](https://en.wikipedia.org/wiki/Normal_mapping) on Wikipedia.
* More on [*Environment Mapping*](https://en.wikipedia.org/wiki/Reflection_mapping) on Wikipedia.
* More on [*Specular Reflection*](https://en.wikipedia.org/wiki/Specular_reflection) on Wikipedia.
* More on [*Diffuse Reflection*](https://en.wikipedia.org/wiki/Diffuse_reflection) on Wikipedia.
* More on [*Fresnel Shading*](http://kylehalladay.com/blog/tutorial/2014/02/18/Fresnel-Shaders-From-The-Ground-Up.html) on Kyle Halladay's blog.
* More on [*Albedo Shading*](https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-shading/diffuse-lambertian-shading) on Scratchapixel.
