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This page outlines the available fields and settings in the Sayduck product editor (delivery.sayduck.com), for a more generic overview of how to create 3D assets have a look at the overview.

The product editor allows product metadata and 3D settings to be changed. The specific fields that are visible depends on user access rights. Below is a detailed breakdown of all the available fields.

General


Name (required)

The official name of the product. Should be as short as possible and not include specifications like different versions. Should also not include product category information (for example Chair), unless it’s a central part of the name (“K Chair”).

Subtitle

Shown below the name of the product. Should be kept as short as possible, while still differentiating the product version from other versions. Should not include product category information (for example Chair).

Images (required)

Product images on white (or transparent) background. Recommended minimum size 1024x1024 px. File format either PNG or JPEG.

Brand

The brand that manufactures the product.

Categories & Tags (required)

Enter suitable tags for the product and the category field will be populated automatically.

Description (required)

A short product description of approx. 50-100 words. Should not include measurements or other technical information.

Designer

The designer/s of the product.

Product URL

The designer/s of the product.

Variants


Name (required)

A descriptive name for the product variation (publicly visible), should in most cases be the official name that the brand uses.

Images

Product images of this specific variation.

Swatch Colour

The colour as a RGB value to be used as the colour selector for the variant.

Swatch

A swatch image to be used as the colour selector for the variant. Used if multiple colours are needed to tell a variant apart from others. Should not be used if only a single colour is used.

3D Modelling

Defines which materials to be used for the individual parts of a specific variation of a product. Lists all available preset materials and all custom materials for this product. Meshes that are not used in a variation can be set to “Disabled”.


Model

Product Positioning

Defines how the product should be placed in AR:

  • Floor (default) - The product is meant to be placed on the floor. The app is assuming a vertical distance of 130 cm between the floor and the user's device.
  • Wall - The product is meant to be placed on a wall. The app is assuming a vertical distance of 130 cm, and will display the product 150 cm above ground.
  • Ceiling - The product is meant to be placed on the ceiling. The app will move the product so that it appears under its zero horizontal plan (the ceiling), rather than above it. [currently not working]
  • Table - The product is meant to be placed on a table. The app is assuming a vertical distance of 50 cm between the table and the user's device.


Vertical movement

If enabled, allows the user to move the product vertically in AR. [Currently not working]

Meshes (required)

Meshes in OBJ (Wavefront) format. Mesh groups within an OBJ file are split up into individual meshes. Maximum polygon count per individual mesh is 60 000 polygon triangles. There is no hard limit on total number of polygons in a product, but for quick loading we recommend < 250 000 tris.

Ignore Box

If enabled for a mesh, it will be be not be taken into account for the centering of the product after loading.

Name

A descriptive name for the material (not publicly visible)

Shader

Switch for the shading mode of the material:

  • Lit (PBR) - for materials that should be affected by light (recommended for most products).
  • Shadeless - for materials that do not need to reflect light.
  • Shadow Plane - for the contact shadow of a product.

Meshes (required)

Select the meshes that this material will be used for.

Albedo Colour

The base colour of the material. The albedo map and colour can be used at the same time (uses Multiply as blend mode).

Albedo Map

The base colour map of the material. PNG (or JPG) texture with sRGB colours, size typically 2048x2048 px. Can be either a baked map in the 0-1 UV range, or a tiling texture.

Transparency

Enables transparency for the material. Can use either the alpha value in the albedo colour, or the alpha values in an albedo map (requires the map to be in PNG format).

Metallicness

Defines how metallic a material is. Sets the amount of reflection.

Metallic Map

PNG (or JPG) grayscale texture, size typically 2048x2048 px. Black means non metallic, white fully metallic. Can be either a baked map in the 0-1 UV range, or a tiling texture.

Glossiness

Defines how matt or glossy the surface of the material is. 0 is completely matt, 1 is completely glossy.

Normal Map

Normal maps are used for faking surface details of a material. Can be either a baked map in the 0-1 UV range, or a tiling texture. PNG (or JPG) format, size can be anything up to 2048x2048 px. Smaller sizes are preferred for quicker loading times.

Occlusion Map

Occlusion maps can be used together with tiling textures to make the overall shape of a product more visible. Occlusion maps both darken areas where light cannot reach, and also remove reflections in those areas. Occlusion maps are not tiled, so they have to be laid out in the 0-1 UV range.

Occlusion Intensity

The occlusion intensity slider can be used to lower the strength/visibility of the occlusion map.

Tiling

Used to set the amount of tiling for maps, 1 means the texture is not tiled (UV coordinates correspond to texture coordinates). A tiling value of for example 10 tiles the maps 10 times across the 0-1 UV coordinates in a mesh. Not used for occlusion maps.

Tiling Offset

Can be used to offset the tiling of maps.

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