Material picker
1. Open Interactivity settings Tab, choose the plus button to add the extension.
2. Choose “Material picker” extension.
3. Set the name for your extension (it will be easier for you to manage your extensions when they have names)
4. By clicking the plus button you can pick Material to replace that will be switched by the extension.
Choose the material by clicking on it in the viewer.
5. By clicking the plus button you can pick Material to replace that will be switched by the extension.
Choose the material by clicking on it in the viewer.
6. Set the position of the trigger for your extension by clicking the desired spot in your scene. Here you can also decide about the color, size and icon of your trigger. You can always edit your trigger.
Material picker - no UV map on the object
If you want to apply Material picker to the object that doesn’t have a UV map it will not work properly. Texture from the materials won’t be visible - there will only be an averaged color made from the texture that the material is using. To fix it you have to take a step back and UV map the object in the 3D program that you used to prepare the model.
No UV map on the table - there is no texture visible
UV map on the table - there is texture visible
❕ The Shapespark editor does not allow materials to be created. Materials in scenes are imported from 3D modeling programs together with objects they are assigned to. If you want the Material picker to offer a material which is not in the scene, you need to add an object to your 3D model, assign a material to this object and re-import the scene from the 3D modeling program. Commonly, such alternative materials are kept in a material pool, i.e.- a set of small rectangles placed somewhere in an invisible part of the scene (for example under the building).
❗ The Material picker replaces the material in all objects that use the material that is being replaced. If you want the Material picker to replace the material on one particular object, you need to create a dedicated material and assign it only to this object.