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Custom materials

With Tivoli, you can manually specify the properties of your materials. There are two different ways to do this.

  • Write an .fst file where the model and materials are specified (recommended)
  • Parent a material entity to a model in world (not recommended)
    • Each materials will require another material entity.
    • It's really inconvenient unless you're scripting.

Writing an .fst file

Locate your 3D model and write a new .fst file next to it.

Two files

Open the .fst file in a text editor and with your model's filename:

filename = my-model.glb
materialMap = {"all":{"materials":{"unlit":true,"defaultFallthrough":true}}}

The materialMap specifies which materials to override. In this case it will keep the materials unchanged with defaultFallthrough but add unlit to all of them.

Open Tivoli and add a new model with the URL pointing to my-model.fst and you should see your model unlit!

Materials specification

Here's an example of a materialMap json that applies different materials.

    "all": {
        "material": {
            "defaultFallthrough": true,
            "unlit": true
    "mat::Head": {
        "materials": {
            "emissive": [1, 0, 0]
    "mat::Body": {
        "materials": {
            "defaultFallthrough": true,
            "opacity": 0.5
  • All materials will stay the same but now be unlit
  • The Head material will be replaced with just red emissive
  • The Body material will stay the same but now be 50% visible

Hopefully that explains how to map materials with new properties. Here's the specification of every single property available:

You will need to minify the json when adding it to materialMap. This website will let you minify and beautify json: and

Parenting a material entity

This isn't as recommended as writing an .fst file but here's how it works.

Open Tivoli and in-world:

  • Add a new model entity with your 3D model
  • Add a new material entity with url materialData

You'll want to copy the model entity's ID:

ID of model

Then paste it as the parent in the material entity:

Parent of material

Your model should now have all the default material settings without any textures or colors.

In the material entity scroll down till you find material properties:

Material properties

This is where you can set your material data and which material it should target.

Last update: July 1, 2020