Built-in Textures, Materials and Shaders

AR Studio comes with a few textures, materials and shaders built-in. You can also create your own in an external program.

Textures

A texture is a bitmap image that you can use to help define the surface of an object. You can't create textures in AR Studio, so you'll need to create them in an external program and import them. AR Studio supports various file formats for textures.

Once imported, you can apply textures to a material or a material map.

Materials

A material is a combination of textures and properties (example: opacity), which determine how the surface of an object is rendered.

You can't add more than one material to a mesh.

Shaders

A shader is code that calculates the color every pixel that's rendered in the scene. AR Studio comes with 5 built-in shaders.

Standard

This shader incorporates a lighting system called the Phong model. Most materials are set to Standard by default.

Flat

This shader doesn't respond to lighting and displays color and texture values absolutely. It is more performant than the Standard shader. You might use this shader, for example, if there is lighting and shadow present in your texture file or you're creating a material for a 2D object such as a rectangle.

Face Paint

This is the best shader to use when painting on the face mesh, for example painting stripes on faces for a football effect.

Blended

This shader includes a blending mode to mix textures and colors.

Retouching

Only use this shader on the face mesh to transform aspects of faces.

Physically-Based

Use this shader to apply a combination of Albedo, ORM and Normal textures to a material. This shader works best on modern mobile devices. AR studio will not show this effect in older devices.

Shader Properties: Standard

Diffuse

Use this texture map to define the base color and pattern of an object. You can use Color and Texture together to create variations in the texture map, or you can use one or the other.

Specular

Use this texture map to define the shininess and highlight color of a surface.

Normal

Adjusting Normal lets you create real world textures like bumps, grooves and rivets without having to add extra geometry to your object. Representing these details as a texture, instead of geometry, in the model will increase the performance of your effect.

Emission

Allow your material to illuminate from itself. It doesn't cast rays, so the illumination won't affect other objects in the scene.

Tiling Options

Tile

Scale the textures you've applied to your material.

Offset

Shift the origin of your textures.

Render Options

Blend Mode

Sets the blend mode of the material.

  • Add
  • Alpha
  • Subtract
  • Multiply
  • Replace
  • Screen

Cull Mode

Back - Discard pieces of the mesh that are facing away from the viewer. Most effects use this mode to improve performance.

Front - Discard pieces of the mesh that are facing the viewer.

Opacity

Sets the transparency of the material on an individual map level.

Double Sided

Displays both sides of a face normal.

Shader Properties: Flat

Diffuse

Use this texture map to define the base color and pattern of an object.

  • Color - Add a color from the palette to the diffuse map.
  • Texture - Choose the texture file you want to add from the menu or import a new one.

Render Options

Blend Mode

Sets the blend mode of the material.

  • Add
  • Alpha
  • Subtract
  • Multiply
  • Replace
  • Screen

Cull Mode

Back - Discard pieces of the mesh that are facing away from the viewer. Most effects use this mode to improve performance.

Front - Discard pieces of the mesh that are facing the viewer.

Opacity

Sets the transparency of the material on an individual map level.

Double-sided

Displays both sides of a face normal.

Used By

Check which object this material is applied to.

Shader Properties: Face Paint

Type

  • Texture - Choose the texture file you want to add from the menu or import a new one.
  • Color- Add a color from the palette.

Render Options

Cull Mode

Back - Discard pieces of the mesh that are facing away from the viewer. Most effects use this mode to improve performance.

Front - Discard pieces of the mesh that are facing the viewer.

Opacity

Set the transparency of the material on an individual map level.

BG Influence

Multiplies a color or texture against a grey-scale version of the video feed.

Brightness

Sets the brightness of a color.

Double-sided

Displays both sides of a face normal.

Used By

Check which object this material is applied to.

Shader Properties: Blended

Type

  • Texture- Choose the texture file you want to add from the menu or import a new one.
  • Color- Add a color from the palette.

Render Options

Blend Mode

Sets the blend mode of the material.

  • Normal
  • Add
  • Multiple

Cull Mode

Back - Discard pieces of the mesh that are facing away from the viewer. Most effects use this mode to improve performance.

Front - Discard pieces of the mesh that are facing the viewer.

Opacity

Set the transparency of the material on an individual map level.

Double-sided

Displays both sides of a face normal.

Used By

Check which object this material is applied to.

Shader Properties: Retouching

Fullscreen

Apply a smoothing effect to the whole scene.

Skin Smoothing

Blur and blend the appearance of skin.

Eye Whitening

Brighten the appearance of eyes.

Teeth Whitening

Brighten the appearance of teeth.

Learn more about retouching.

Shader Properties: Physically-Based Material

Albedo

Albedo is the base color of your material.

Color

Choose the base color of your material.

Texture

Apply a base texture. The texture is modulated by the color.

Surface Parameters

Metallic

Slide the scale to adjust how metallic your material appears.

Roughness

Slide the scale to adjust how rough or glossy your material appears.

Occlusion Strength

If your texture has an occlusion map you can slide this scale to adjust the strength. The higher the occlusion strength, the darker the occluded areas will be.

ORM Texture

Apply an ORM texture. ORM stands for Occlusion, Roughness and Metallic. When you've applied an ORM texture to your material, you can use the sliders to adjust the appearance of these surface parameters. For example, how metallic or rough your material appears.

AR studio packs ORM values into the RGB channels in that order.

Emission

Allow your material to illuminate from itself. Light emitted will only affect your material, not other materials in your scene - like a standard light source.

Color

Select an emission color.

Texture

Apply a texture. The emission texture and color will modulate.

Normal

This a type of bump map, that lets you create real world textures like bumps, grooves and rivets without having to add extra geometry to your object. Representing these details as a texture, instead of geometry, in the model will increase the performance of your effect.

Texture

Apply a normal texture

Tiling Options

Tile

Scale the textures you've applied to your material.

Offset

Shift the origin of your textures.

Render Options

Blend mode

Sets the blend mode of the material:

  1. Alpha.
  2. Subtract.
  3. Multiply.
  4. Replace.
  5. Screen.

Cull mode

Back - Discard pieces of the mesh that are facing away from the viewer. Most effects use this mode to improve performance.

Front - Discard pieces of the mesh that are facing the viewer.

Opacity

Adjust the slider to set transparency.

Alpha Cutoff

Use the slider to make semi transparent areas, below a certain threshold, transparent.

Double Sided

Check this box to render both sides of the mesh.