CubeCom Pro Docs
3D Editor

Materials

Use project material assets in supported bindings without mistaking scaffold controls for persistence.

SET_MATERIAL binds a choice value and model target to a project MaterialAssetRevision. The current Editor mappings panel loads available project materials (tip revision) and can change the material revision on a hydrated material binding.

Current UI boundary

The standalone Materials panel currently displays a fixed palette scaffold. It is not a verified project-material authoring or persistence workflow, and its displayed PBR properties do not establish the supported public material schema.

Use the Option → Scene Bindings panel for the implemented Editor workflow:

  1. Load a draft that already has a SET_MATERIAL binding.
  2. Locate the binding by choice value and target.
  3. Select a project material revision (library tip).
  4. Preview the choice value.
  5. Select Save visual bindings, then reload to confirm persistence.

New targets and new bindings are currently created in Backoffice 3D Studio or through the API, not in the Editor mappings panel.

Verify

  1. Confirm the material appears in the project library returned to the mappings panel.
  2. Preview the bound value and inspect the intended mesh under multiple lighting angles.
  3. Switch away and confirm the mesh returns to its baseline material or the next active binding.
  4. Save, reload, and confirm the same material revision remains selected.
  5. Resolve the draft through the API and confirm the effect returns the expected materialAssetRevisionId.

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