The CARLA team prepares every asset to run under certain default settings. However, users that work in a build from source can modify these to best suit their needs.
* [__Car materials__](#car-materials)
* [Customize car materials](#customize-car-materials)
* [Exterior properties](#exterior-properties)
* [__Building material__](#building-material)
* [__Customize a building material__](#customize-a-building-material)
!!! Important
This tutorial only applies to users that work with a build from source, and have access to the Unreal Editor.
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## Car materials
In CARLA, there is a set of master materials that are used as templates for the different parts of the vehicle. An instance of these is created for each vehicle model, and then changed to the desired result. The master materials can be found in `Content/Carla/Static/GenericMaterials/Vehicles`, and these are the following.
*__M_CarVehicleLigthsSirens_Master__ — Material applied to the sirens, if applicable.
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## Customize car materials
Create instances of the master materials and store them in the corresponding folder for the new model. Here is an example of the instances created for the police car available in the blueprint library, *vehicle.dodge_charger.police*.
<divstyle="text-align: right"><i>Instanced materials for the police car blueprint.</i></div>
Generic documentation for materials and how to work with them can be found in the [UE Docs](https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/index.html). All the materials can be modified to a great extent, but only the exterior one has properties worth mentioning. Others have certain properties that can be changed, such as opacity and color in glass materials, but it is not recommended to do so, except for specific purposes.
### Exterior properties
The exterior material is applied to the body of the car, and it is the one that can be customized the most.
*__Base color__ — Base color of the bodywork.
*__Tint shade__ — Tint color which visibility varies depending on the angle of visualization.
*__Dust__ — A texture of dirt applied to the car. Dust is meant to pile on top of the geometry, and it is barely noticeable in the bottom parts. If the geometry is rotated, the dust will appear on the parts of the vehicle that are on top.
<divstyle="text-align: right"><i>Noise property in a car's material.</i></div>
*__Surface__ — Gloss and transparent coating applied to the vehicle's paint. This last step in [automotive paint](https://en.wikipedia.org/wiki/Automotive_paint).
*`ClearCoat` — Opacity of the coating.
*`ClearCoat_Brightness` — Glossiness of the resulting material.
*`ClearCoat_Metallic` — Reflection of the resulting material.
<divstyle="text-align: right"><i>Visualization of the Surface coating applied to a material.</i></div>
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## Building materials
The materials applied to buildings are made of four basic textures that are combined to determine the basic properties of the material.
*__Diffuse__ — Contains the basic painting of the material.
*`RGB` — Channels with the base colors.
*`Alpha` — This channel defines a mask that allows to modify the color of the portions in white. This is useful to create some variations from the same material.
*__ORME__ — Maps different properties of the material using specific channels.
*`Ambient occlusion` — Contained in the `R` channel.
Similarly to car materials, a building material can be greatly changed if desired, but it is only recommended if the user has some expertise with Unreal Engine. However, there is some customization available for the two main shaders that buildings use.