Interior Design  ·  Level 6
Digital Modelling And Rendering
Chapter 3: Integrate materials, textures and lighting
📚 3 Topics
⚑ What you will be able to do

By the end of this chapter, you will be able to:

  • correctly apply materials from software libraries to your 3D models
  • edit material properties to make your models look realistic and convincing
  • position lighting effectively to highlight important parts of your models
  • adjust lighting settings to create the exact mood and visual effects you want in your renderings

Mastering these skills will help you bring your digital designs to life, making your work stand out in the world of digital modelling and rendering.

3.1 Application of materials from software libraries

Material libraries are ready-made collections of digital materials supplied with modelling and rendering software, render engines and online services, covering finishes such as timber, stone, tiles, fabrics, metals, glass, paints and plastics. Applying materials from these libraries lets a designer give a model realistic finishes quickly, without building each material from scratch, while keeping the appearance consistent across a project. Applying them well involves choosing the right library material, assigning it to the correct objects or faces, setting the texture's size, position and direction to match real products, and saving adjusted materials for reuse. Example: for a co-working space, a designer drags an oak floor, a terrazzo tile, a felt acoustic panel and a powder-coated steel material from the render engine's library onto the model, sets the oak boards to their real 190 mm width, rotates the grain along the room's length and saves the set as a project library.

3.1.1 Sources of material libraries

Materials can come from several types of libraries, each with different quality, range and licence terms. Designers often combine them. Example: a visualiser for a tile showroom uses the manufacturer's own downloadable tile materials so that renders show the exact products on sale.

Library source Description Examples
Built-in software libraries Materials supplied with the modelling program SketchUp materials, 3ds Max material library, Blender asset browser
Render engine libraries High-quality materials designed for a render engine V-Ray and Chaos Cosmos, Enscape, D5 and Lumion libraries
Online material libraries Downloadable textures and scanned materials, free or paid Poliigon, Quixel Megascans, ambientCG, Polyhaven
Manufacturer libraries Digital versions of real products from suppliers Tile, laminate, fabric and paint manufacturers' downloads
Office or project libraries Materials created or adjusted by the firm Approved finishes for a client or the office standard set

Categories commonly found in libraries

Category Typical materials Interior use
Wood Oak, walnut, teak, veneers, parquet Floors, joinery, furniture
Stone and tiles Marble, granite, terrazzo, ceramic, porcelain Floors, walls, worktops
Fabrics and leather Linen, velvet, wool, leather Upholstery, curtains, cushions
Metals Brass, chrome, steel, aluminium Handles, lighting, frames
Glass and mirrors Clear, frosted, tinted, mirror Partitions, doors, shower screens
Paints and plasters Matt, satin, textured plaster Walls and ceilings
Plastics and composites Laminate, acrylic, solid surface Counters, panels, furniture
Floor coverings Carpet, vinyl, rubber Offices, hospitals, gyms

3.1.2 Methods of applying library materials

Most programs offer several ways to apply materials, and choosing the right one saves time and avoids errors. Example: a designer for a family restaurant samples the timber from one table with the eyedropper tool and paints it onto all the other tables in seconds.

Methods

  • Drag and drop: Drag a material from the library onto an object in the viewport.
  • Select and assign: Select objects or faces, then click Assign or Apply in the material panel.
  • Paint bucket: Click faces or objects with a paint tool to apply the current material.
  • Sample or eyedropper: Pick up a material from an object and apply it to others.
  • Apply to component or group: Apply a material to a whole group or component so all its parts take it.
  • Apply by material ID or face selection: Assign different materials to selected faces of one object, such as a door frame and panel.
  • Replace material: Swap one material for another everywhere it is used in the model.

Steps for applying a library material to a floor

  1. Open the material library: Open the materials browser of the modelling program or render engine.
  2. Find the material: Browse the category or search by name, such as Oak Herringbone.
  3. Preview the material: Check its swatch and description for suitability.
  4. Select the floor: Select the floor face or object in the viewport.
  5. Apply the material: Drag the material onto the floor or click Apply.
  6. Set the texture size: Adjust the texture to the real size of the product.
  7. Set the orientation and position: Rotate and move the texture so boards or tiles run in the right direction and start from the right point.
  8. Check in a test render: Render a preview to confirm the material looks correct.

3.1.3 Texture mapping and scaling

Library materials use texture images that must be wrapped onto objects correctly. Mapping controls how a texture is projected onto a surface, while scaling sets its size so patterns match real products. Example: a designer for a children's hospital ward finds the vinyl floor pattern looks far too large, then rescales it to the manufacturer's 600 mm repeat.

Common mapping types

Mapping type How it projects the texture Typical use
Planar Projects from one direction like a slide projector Floors, walls, flat panels
Box Projects from six directions Cabinets, tables, boxes
Cylindrical Wraps around a cylinder Columns, lamp shades, round legs
Spherical Wraps around a sphere Globe lights, balls, domes
UV unwrapping Texture laid out on a flattened version of the model Complex shapes such as sofas and sculptures
Real-world mapping Texture size set in real units such as millimetres Matching products like tiles and boards

Points to check when mapping textures

  • Scale: The texture repeat matches the real product size.
  • Direction: Timber grain and tile lines run in the intended direction.
  • Alignment: Patterns start from a logical point, such as the centre of a room or a doorway.
  • Seams: Joints between faces do not show obvious breaks in the pattern.
  • Repetition: Repeated textures do not show obvious tiling patterns across large areas.
  • Consistency: Matching items use the same scale and orientation.

Worked example: setting a tile texture to real size

Number of tiles across = surface width ÷ tile size

A shower wall is 1,800 mm wide and uses a tile texture that shows 4 tiles across one image. The real tiles are 300 mm wide.

Texture image width in real units = 4 × 300 = 1,200 mm

Number of tiles across the wall = 1,800 ÷ 300 = 6 tiles

The texture width is set to 1,200 mm so 6 tiles show across the wall.

3.1.4 Adjusting and managing library materials

Library materials often need small adjustments, such as a different colour or texture size, to match the specified finish. Adjusted materials should be saved with clear names so they can be reused and so the original library stays unchanged. Example: a designer for a church's fellowship hall duplicates a library fabric, changes its colour to the client's chosen burgundy and saves it as Fabric_Velvet_Burgundy in the project library.

Managing materials

  • Duplicate before editing: Copy a library material before changing it so the original is preserved.
  • Name clearly: Use names that state the material and finish, such as Wood_Walnut_Satin.
  • Create project libraries: Save all approved materials for a project in one library.
  • Purge unused materials: Remove unused materials to keep the file light.
  • Check texture paths: Keep texture images in the project folder so materials display on other computers.
  • Respect licences: Use library materials according to their licence terms, especially for commercial work.

Steps for creating a project material library

  1. Collect approved finishes: List the finishes agreed with the client.
  2. Find or create materials: Select library materials that match each finish.
  3. Adjust each material: Set the correct colour, texture size and finish.
  4. Name each material: Use the office naming convention.
  5. Save to a project library: Save the materials to a library file in the project folder.
  6. Share with the team: Make the library available to everyone modelling the project.
  7. Update when finishes change: Edit the library material so changes apply across all models.

Worked example: texture repeats across a large floor

Number of repeats = floor length ÷ texture length

A carpet texture covers 2,000 mm before repeating, and an airline lounge floor is 18,000 mm long.

Number of repeats = 18,000 ÷ 2,000

Number of repeats = 9

Nine repeats may show a visible pattern, so a larger texture or a randomising option is used.

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🔒3.2 Material properties.

Material properties are the settings that describe how a digital surface interacts with light: its colour, how shiny or rough it is, whether it is metal, how transparent it is, how it bends light, whether it has surface relief and whether it glows. Modern rend…

🔒3.3 Lighting positioning

Lighting positioning is the placing and setting of digital light sources in a 3D interior model so that renders show the space realistically and match the lighting design intended for the real building. It covers choosing natural light from the sun, sky and en…

Am I competent?

At the start of this chapter we promised you would be able to:

  • correctly apply materials from software libraries to your 3D models
  • edit material properties to make your models look realistic and convincing
  • position lighting effectively to highlight important parts of your models
  • adjust lighting settings to create the exact mood and visual effects you want in your renderings

Tick each one you can genuinely do.

So, are you there yet?

You're competent when you can confidently do 50% or more of what this chapter promised.

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