Materials are the core of MAGNET Modeler. Every rule uses one or multiple materials/textures to define the looks of the virtual model elements. Material/texture is based on an image format such as *.TIF, *.PNG, or *.JPEG.
MAGNET Modeler ships with an extensive default Material Library including:
- Colors
- Surface materials
- Building facades
- Vegetation
- Signs
- Miscellaneous
Whenever you create a rule and want to assign a material, the Material Library opens and provides access to one or multiple materials.
There are two options to create a new material in MAGNET Modeler:
- Creating new material in the Modeler Rules window
- Creating new material by using the Material Library window
Creating new material in the Modeler Rules window
You create a material upfront, and create a rule/assign the material afterwards.
- Double-click Materials in the Modeler Rules window.
- Specify the material attributes in the Change setting window.

Creating new material by using the Material Library window
- Click materials in any rule's Change setting window.

- Click Insert New material... in the Material Library.

Material attributes
- Specify the material attributes in the Change setting window.

• Name
Define a name for the new material. This name will show up in the Material Library.
• Filename
Click filename to browse to the image file stored on your computer.
• Description
Enter a description for the new material. This will change the name of the material within the Modeler Rules window.
• Defaultwidth
Defaultwidth controls the default width of the texture in drawing units.
• Defaultheight
Defaultheight controls the default height of the texture in drawing units.
• Ambient
Ambient is a surface color where no direct sunlight is hit, also called shadow side color. This is generally the same as diffuse.
• Emission
Color that is multiplied with other colors. Generally, the value will be 0,0,0. Emission can be used to make a fluorescent effect.
• Diffuse
Diffuse is a surface color where direct sunlight hits. This is the most dominant color.
• Specular
Specular defines the intensity and color of specular highlight effects. If the material does not shine (most cases), leave this as 0 (black).
• Shininess
Shininess means scope of the highlight of the material, and the value can be set between 0 and 1.
• Transparency
Transparency of the material, and the value can be set between 0 and 1.
• Reflective
- Yes = Material reflects its surroundings.
- No = Material does not reflect its surroundings.
• Physics_friction
The friction coefficient is used in the simulate car physics mode for the surface material friction calculation. It can range from 0 to 1, where 0 equals no friction, and 1 equals full friction.