Material Editor
Materials/Light > Material Editor...
 

Description:
   
    The Material Editor (Materials/Light > Material Editor...) dialog allows you to manage the scene's materials. Silo's materials are applied on a per-face basis, with one material allowed for each face and one texture image for each material. The workflow for assigning materials after they've been created generally consists of selecting a group of faces, giving them texture coordinates with the Automap Selection (Materials/Light > Automap Selection) command, applying the material to the faces with the Apply Current Material (Materials/Light > Apply Current Material) command or applying it from within the Materials Editor, and then editing the material placement on the model using the manipulator while in texture selection mode. Materials are created within the Material Editor. A list of scene materials is displayed on the left. Select a material from the left to edit that material.





Name:
    In this field you can change the name of the currently selected material. Press Enter to update the material's name.

Color:
    The color submenu allows you to edit various properties of the material. These values have an effect even if a texture image is applied.
> Diffuse
    Sets the base color for the material.
> Ambient
    Sets the ambient color for the material. The ambient color affects the default amount of light the material is treated as receiving, i.e. the brightness and color of the model before any lights are applied.
> Specular
    Sets the color of specular highlights, i.e. areas where the light is reflected most directly off the model and therefore brightest.
>Emissive
    The emissive property simulates a material which casts light of the chosen color. Note that this is a material property only, and will not cast light on other scene objects.
>Shininess
    This field allows you to set how shiny the material is, which affects its degree of specularity. More shininess means smaller, more intense specular highlights.

File:  
    The texture file allows you to associate an image texture with the material. The image will be mapped according to the faces' UV coordinates created with the "Automap Selection" command, and can be adjusted using the regular manipulators while in texture selection mode.

New Material:
    Creates a new material with default colors and name.

Apply to Selection:
    Applies the current material (selected in the Material Editor) to the selection. This command only works in object, face, or texture selection modes.

Automap Selection:
    Prepares the selection for mapping by creating UV coordinates.

Delete:
    Deletes the currently selected material from the Material Editor. The default material will be applied to all surfaces which had that material assigned. The default material cannot be deleted.

Close:
    Closes the Material Editor.


Notes:

-The Material Editor window is non-modal, so you can still edit your scene with the window open. This is helpful for modifying textures.

-Automap Selection can be applied repeatedly to different groups of surfaces. If your texture is not applied correctly, automapping separate groups of faces may be helpful.