# Materials Conversion ## Manual Reparent from mesh_base to Graph If you have a material inherited from the [mesh_base](../../../../content/materials/library/mesh_base/index.md) parent material and you want it to derive from a [graph-based](../../../../content/materials/graph/index.md) material, you need to make a reparenting. > **Warning:** Before you start reparenting we strongly recommend you to make a backup of your projects or use a Version Control System. If the names of parameters in the new base graph material are the same as in the old `mesh_base` all the previous values will be set for them automatically. Here is the list of the most common parameters that were used in the default `mesh_base` material: > **Notice:** The parameters in your new base graph material must be named exactly like that (including the case) in order for reparent to work properly and keep parameter values.
Show the list of the most common parameters | Close 1. Common 1. albedo 2. albedo_color 3. metalness 4. roughness 5. specular 6. microfiber 7. auxiliary 8. translucent 9. displacement 10. tesselation_density_map 11. ambient_occlusion 12. diffuse_color 13. specular_color 14. gloss 15. normal_scale 16. translucent 17. transparent 18. transparent_pow 19. opacity_fresnel 20. opacity_fresnel_pow 21. uv_transform 22. ao_uv_transform 23. triplanar_blend 24. mip_bias 2. Detail 1. detail_diffuse 2. detail_albedo 3. detail_normal 4. detail_mask 5. detail_albedo_color 6. detail_metalness 7. detail_roughness 8. detail_specular 9. detail_microfiber 10. detail_diffuse_color 11. detail_specular_color 12. detail_gloss 13. detail_uv_transform 14. detail_triplanar_blend 15. detail_visible 16. detail_visible_threshold 17. detail_albedo_color_visible 18. detail_metalness_visible 19. detail_roughness_visible 20. detail_specular_visible 21. detail_microfiber_visible 22. detail_diffuse_color_visible 23. detail_specular_color_visible 24. detail_gloss_visible 25. detail_normal_visible 26. detail_mask_uv_transform 27. detail_mask_triplanar_blend 28. detail_angle_fade 29. detail_angle_fade_threshold 3. Emission 1. emission_color 2. emission_scale 3. emission_uv_transform 4. emission_triplanar_blend 4. Bevel 1. bevel_scale 2. bevel_uv_transform 3. bevel_triplanar_blend 5. Curvature 1. curvature_scale_cavity 2. curvature_scale_convexity 3. curvature_uv_transform 6. Parallax 1. parallax_scale 2. parallax_min_layers 3. parallax_max_layers 4. parallax_noise 5. parallax_cutout_uv_transform 7. Tessellation 1. tessellation_smoothness 2. tessellation_scale 3. tessellation_vector_scale 4. tessellation_mid_point 5. tessellation_texture_exp 6. tessellation_shadow_offset 7. tessellation_factor 8. tessellation_density 9. tessellation_shadow_factor 10. tessellation_shadow_density 11. tessellation_distance_falloff_near 12. tessellation_distance_falloff_far 13. tessellation_distance_falloff_exp 14. tessellation_distance_falloff_max_mip 15. tessellation_culling_near 16. tessellation_culling_back_face 17. tessellation_culling_screen_border 18. tessellation_shadow_culling_back_face 19. tessellation_shadow_culling_screen_border 8. Refraction 1. refraction_ior 2. refraction_ray_length 3. refraction_normal_map 9. Noise 2D 1. noise_2d_scale 2. noise_2d_uv_transform 10. Noise 3D 1. noise_3d_scale 2. noise_3d_transform 11. Planar Reflection 1. reflection_viewport_mask 2. reflection_distance 3. reflection_distance_scale 4. reflection_pivot_rotation 5. reflection_pivot_offset
There are the following ways to manually reparent a material: - Use the [reparent feature](../../../../editor2/materials_settings/organizing_materials/index.md#reparent_material) in the *Materials* window of *UnigineEditor*. To reparent select the material(s) inherited from the `mesh_base` in the hierarchy and drag it with the left mouse button pressed to the desired graph-based material. ![](reparent.gif) - The alternative way to reparent materials is via the ***Ctrl + P*** hotkey (first selected materials wll be reparented to the last one selected before the hotkey was pressed). After reparenting the old materials are deleted and the new ones are created in place of them. Now you can freely rename the parameters in the newly reparented graph materials. ## Converting to Unique Graph If you want to make some material inherited from `mesh_base` into a unique graph material at the top level of hierarchy, you must reparent it to some graph base material and then in the context menu (available on the right mouse click) select *Convert To Unique Graph*. ![](unique.png) > **Warning:** In this case, the material will be turned into a default template material and **won't preserve previous parameters and any logic**. We are working on a smart conversion which must be available later.