LogoLogo
ThreeKitDeveloper HubForumsSupportStatus
  • Guides
  • Documentation
  • Releases
  • Platform Documentation
  • Project Data
    • Platform Landing Page
    • Basic Concepts
      • Environments
      • Organizations
      • Attributes
        • Arrays
      • Tagging
      • Naming Conventions
      • Players
      • Branching
      • Alerts and Warnings
      • Supported Browsers
      • ThreeKit Platform Architecture
    • Catalog
      • Items
        • Item Bulk Edit
        • Item Variants
      • Data Tables
      • Item Rules and Logic
      • Publishing
    • Assets
      • Asset Management
        • Importing Assets
        • Exporting Assets
        • Folders
      • Asset Editor
        • Editor Layout Modes
          • Layout Editor
            • Local vs Global Transform
          • Logic Editor
      • Nodes
        • Common Properties
          • Node Tags
        • Helpers
          • Nulls
          • Model References
          • Connectors
        • Lights
          • Point Light
          • Directional Light
          • Spot Light
          • Area Light
          • Hemisphere Light
          • Shadow Plane
        • Cameras
        • Shapes
        • Annotations
        • Layout Containers
      • Scenes
      • Materials
        • Physical Material
        • Proxy Materials
        • Multi Material
        • Gem Material
        • JSON Configuration
      • Textures
      • Canvases
      • Composites
    • Operators
      • PolyMesh Operators
        • Array
        • Bend Deformer
        • Map Override
        • Stretch
        • Physics (Collision Detection)
      • Material Operators
        • Falloff
        • Tiling Override
        • Triplanar Mapping
        • Template Override
      • Image Operators
        • Canvas Composite
        • Canvas Fill
        • Canvas Linear Gradient
        • Canvas Text
        • BlackWhite
        • Posterization
      • PostEffects Operators
        • Bloom Pass
      • Comp Layer Operators
        • Vray Normals Properties
        • Vray Bump Normals Properties
    • Stages
      • Stage Effects
        • Turntable
    • Logic
      • Conditions
      • Actions
      • Queries
        • Node Queries
        • Metadata Value Query
        • Asset Query
        • Datatable Query
      • Custom Scripts
    • Virtual Photographer
      • Create Renders
      • View Renders
      • V-Ray Integration
    • Augmented Reality
      • AR Settings
  • Org Setup
    • Admin & Security
      • Org Profile
      • Users & Permissions
        • Threekit Sign-in
        • Members
        • User Profile
      • Tokens
      • Service Accounts
      • ISO Certification
      • Org Migration / Data Transfer
    • Jobs System
    • Orders
      • Orders List
      • Configurations
    • Analytics
      • Advanced Buyer Analytics Reports
      • Player Views
    • Project Settings
      • Features
      • Languages
Powered by GitBook
On this page
  • What are Proxy Materials?
  • How To Create Proxy Materials
  • Using Proxy Materials
  • Proxy Logic
  • Video

Was this helpful?

Edit on GitHub
  1. Project Data
  2. Assets
  3. Materials

Proxy Materials

PreviousPhysical MaterialNextMulti Material

Last updated 2 years ago

Was this helpful?

What are Proxy Materials?

Proxy materials allow material assets tobe automatically switched based on the type of output image desired -- virtual photography (vray), 3D (webGL), or AR (Android [glTF] or Apple [UDSZ]).

How To Create Proxy Materials

A new proxy material may be created by selecting the option from the dropdown beside "Physical Material" on the "Add Asset" screen.

OR

Any existing material may be converted into a proxy material.

Locate the desired material and enter the asset editor mode.

In the upper right, under properties, click "Convert to Proxy Material."

In the popup window, select "Convert."

A copy of the material will be created with the word proxy after the name. This new proxy material is created in the same folder location as the original material.

NOTE:

Any model assets previously assigned the original material will automatically be assigned the new proxy material upon creation.

The editor will automatically change to show the newly created proxy material. Under Properties, under Material, there will now be a sequence of dropdowns to select the desired material to be used for each type of experience.

TIP:

When naming materials it is always good to include a label such as "proxy" to make them easier to locate in the dropdown menu.

Similarly, label uploaded materials for each of the proxy settings with their material type -- "vray", "webgl", etc.

Using Proxy Materials

After the proxy material is created, open the model asset. Select the appropriate node where the proxy material will be linked.

In the right-hand Properties sidebar, scroll down to "Material" and select the proxy material from the dropdown.

NOTE:

When a proxy material is modified, all connections to that material will be modified automatically.

Proxy Logic

Proxy Materials may have rules the same as any other material asset. For example, a rule may be created to select different finish materials for virutual photography and for AR.

In addition, logic may be used to passed information between proxy materials and standard materials, such that the proxy material acts as the parent of the standard material.

Video