# Materials

## Overview

World Creator offers an extensive toolset for texturing your terrain. Similar to filters, materials work in a bottom-up fashion and can be masked using the [Distribution System](/reference/terrain/distributions.md). &#x20;

{% hint style="info" %}
To improve your material authoring experience it can be helpful to switch to the [Textured Render Mode](/walkthrough/introduction/viewport-and-navigation.md). This disables sun lighting and renders the albedo of all materials directly without shading.
{% endhint %}

## Material Settings

<table><thead><tr><th width="199.800048828125">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Tint</strong></td><td>Tints the material. </td></tr><tr><td><strong>Metalness</strong></td><td>Controls the metallic strength of the material. </td></tr><tr><td><strong>Roughness</strong></td><td>Controls the roughness of the material.</td></tr><tr><td><strong>Use Shape Layer Color</strong></td><td>Some Shape Layers (e.g. <a href="/pages/7eS0X6id3fC7t3Fs0u6U">MapTiler Layer</a>, <a href="/pages/Q2AnpHA4yEnjiG3wseje">Stamp Layer</a>) carry their own supplemental albedo information. If this option is enabled, the material will display the combined shape layer color data as its color information.</td></tr><tr><td><strong>Enable Emission</strong></td><td>This enables the Emissive Strength slider for this material, creating a luminescent material.</td></tr></tbody></table>

## Texturing Settings

<table><thead><tr><th width="179.7000732421875">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Texture Type</strong></td><td>This allows you to switch between all the different texture types. It enables you to link textures in various arrangements to the material.</td></tr></tbody></table>

### Texture Type - None

This is the most basic type of material, which uses the **Tint Color** provided in the material settings for colouring. No other texture detail is used.

{% tabs %}
{% tab title="Showcase" %}

<div><figure><img src="/files/t1zmlOe7d3Wp2LdOMDXc" alt=""><figcaption><p>Colored Terrain</p></figcaption></figure> <figure><img src="/files/q9mGa41vzKnB1Ylcpugx" alt=""><figcaption><p>Blue color Material masked by Fluid Simulation</p></figcaption></figure></div>
{% endtab %}

{% tab title="Guide by Design with TP" %}
This video shows basic color materials. It demonstrates the functionality in WC 2024.3; the UI has since been adjusted slightly, but the functionality remains the same.

{% embed url="<https://www.youtube.com/watch?v=jyBBMCBIWLo>" %}
Intro to Color Materials by Design with TP
{% endembed %}
{% endtab %}
{% endtabs %}

### Texture Type - Set / Package

The 'Texture Type - Set' option allows you to assign textures individually to the standard PBR shader. It can automatically import multiple textures for a material based on their names (e.g. 'Grass\_Color', 'Grass\_Normal', and so on).&#x20;

The Texture Type - Package works similarly, though it uses a ZIP file containing all the textures. This makes it easy to apply materials with one click.

{% tabs %}
{% tab title="Showcase" %}

<div><figure><img src="/files/Rt66mmeSBRcdcxTYbus5" alt=""><figcaption><p>Using a Texture</p></figcaption></figure> <figure><img src="/files/oiIrAhaT7c39wlkDKi1v" alt=""><figcaption><p>Texture Type - Set</p></figcaption></figure> <figure><img src="/files/H0LAVEPyuOYGzlbJXjBW" alt=""><figcaption><p>Texture Type - Package</p></figcaption></figure></div>
{% endtab %}

{% tab title="World Creator Guide" %}
This video shows the function of the Set Texture Type. It demonstrates the functionality in WC 2024.3; the UI has since been adjusted slightly, but the functionality remains the same.

{% embed url="<https://vimeo.com/1043428879>" %}
{% endtab %}

{% tab title="Guide by Design with TP" %}
This video shows the function of the Set Texture Type. It demonstrates the functionality in WC 2024.3; the UI has since been adjusted slightly, but the functionality remains the same.

{% embed url="<https://www.youtube.com/watch?v=O9l9P-8MxPg>" %}
{% endtab %}
{% endtabs %}

### Texture Type - Substance

This allows you to load Substance materials. The properties exposed in the Substance UI are displayed in WC and can be adjusted to tweak the exposed material parameters using the Substance Engine.

{% tabs %}
{% tab title="Showcase" %}

<div><figure><img src="/files/0j3MhFle5jDekXBos0d7" alt=""><figcaption><p>Substance on a terrain</p></figcaption></figure> <figure><img src="/files/PkxJKAWSFdnjTgeSfeEO" alt=""><figcaption><p>Close up</p></figcaption></figure> <figure><img src="/files/pKxj1RTj3leVvIqawyQW" alt=""><figcaption><p>Modified Substance Parameters</p></figcaption></figure></div>
{% endtab %}

{% tab title="Guide by Design with TP" %}
This video shows the function of the Substance Texture type. This video demonstrates the functionality in WC 2024.3; the UI has since been adjusted slightly, but the functionality remains the same.

{% embed url="<https://www.youtube.com/watch?v=vXt4T9ZQ6ak>" %}
Intro to Substance Materials by Design with TP
{% endembed %}
{% endtab %}
{% endtabs %}

### Shared Parameters

These parameters are available for all texture types except 'None'.

<table><thead><tr><th width="179.7000732421875">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Saturation</strong></td><td>Alters the saturation of the albedo texture.</td></tr><tr><td><strong>Contrast</strong></td><td>Alters the contrast of the albedo texture.</td></tr><tr><td><strong>Brightness</strong></td><td>Alters the brightness of the albedo texture.</td></tr><tr><td><strong>Normal Strength</strong></td><td>Changes the strength of the normal texture.</td></tr><tr><td><strong>Flip Normal Y</strong></td><td>Flips the up channel of the normal map. Some rendering engines have inverted Y channels for normal maps, this allows you to load in all kinds of normal maps.</td></tr><tr><td><strong>Is Gloss</strong></td><td>Switches the roughness map to be interpreted as a gloss map. </td></tr><tr><td><strong>Tile Size</strong></td><td>Adjusts the tile size of the final material.</td></tr><tr><td><strong>Tile Offset X/Y</strong></td><td>Shifts the texture in the X/Y direction.</td></tr><tr><td><strong>Triplanar Projection</strong></td><td>Applies triplanar projection to the material. This means that the texture is not only projected from the top down as usual, but is also projected from the X, Y and Z axes and then blended together. This results in a material that is able to add detail to steep surfaces that would normally be problematic due to stretched UVs.<br><br><em>Triplanar Projection is a shader-based effect that cannot be exported as a texture. To get the same effect in your preferred rendering engine, look for a triplanar shader in their respective material system.</em></td></tr><tr><td><strong>Stochastic Distribution</strong></td><td>Switches the standard tile based sampling to a randomized sampler that reduces visible tiling over large areas. <br><br><em>The Stochastic Distribution is a shader-based effect that can be exported in a baked colour map of the terrain. However, if you plan to use tiled textures (which is highly recommended for close up detailed terrain), you'll need to look for a similar shading effect in your render engine.</em></td></tr><tr><td><strong>Height Blending</strong></td><td>Applies height blending to the material. This works in conjunction with a displacement texture.</td></tr><tr><td><strong>Displacement Enabled</strong></td><td>Enables displacement for the material.</td></tr><tr><td><strong>Height Scale</strong></td><td>Adjusts the height of the displacement.</td></tr></tbody></table>

## Gradient Settings

Gradients can be added to every material in World Creator. This can be used to further enhance base materials or texture details with procedurally generated, terrain-adjusted gradient colouring. When you use the gradient features, a second distribution stack (**Gradient Distribution**) becomes available, where you can create the base gradient used for colour application.

{% tabs %}
{% tab title="Showcase" %}

<div><figure><img src="/files/TQxrpvniPdShxynzGwib" alt=""><figcaption><p>Gradient Material</p></figcaption></figure> <figure><img src="/files/2FPInQkcp8EWsDQ3smfj" alt=""><figcaption><p>Terrain Gradient</p></figcaption></figure> <figure><img src="/files/R8LkQzBan7cpcZqOAGBI" alt=""><figcaption><p>Close Up</p></figcaption></figure></div>
{% endtab %}

{% tab title="Guide by Design with TP" %}
In WC 2025.1, the materials have been overhauled so that gradients can now be applied to every material. This tutorial explains the general concepts of how gradients work.

{% embed url="<https://www.youtube.com/watch?v=jB2RPGXXYeE>" %}
Guide by Design with TP
{% endembed %}
{% endtab %}
{% endtabs %}

### Parameters

<table><thead><tr><th width="179.699951171875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Gradient Enabled</strong></td><td>Enables the gradient settings for this material. </td></tr><tr><td><strong>Gradient Panel</strong></td><td>Allows you to build your gradient. The gradient is mapped left to right (between the lower to indicators) to the black to white gradient produced by the Gradient Distribution specified in the material.</td></tr><tr><td><strong>Invert Gradient</strong></td><td>Inverts the sampling direction of the Gradient Distribution stack.</td></tr><tr><td><strong>Saturation</strong></td><td>Alters the saturation of the resulting gradient material.</td></tr><tr><td><strong>Contrast</strong></td><td>Alters the contrast of the resulting gradient material.</td></tr><tr><td><strong>Brightness</strong></td><td>Alters the brightness of the resulting gradient material.</td></tr><tr><td><strong>Gradient Detail</strong></td><td>Adds additional noise to the gradient to increase the detail of the resulting color map.</td></tr><tr><td><strong>Seed</strong></td><td>The Seed of the Gradient Detail noise.</td></tr><tr><td><strong>Detail Strength</strong></td><td>Controls the impact the details have on the source gradient.</td></tr><tr><td><strong>Detail Probability</strong></td><td>Adjust the amount of details added to the gradient.</td></tr><tr><td><strong>Shading Strength</strong></td><td>Defines the strength of the change of brightness in the details.</td></tr><tr><td><strong>Offset Strength</strong></td><td>Defines the similarity of the details to neighboring colors. A large offset strength means that the detail contains similarities to colors further away while a small value means that the details stick to the neighboring colors.</td></tr></tbody></table>


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