# Model | Stardust XR
Derived from Spatial

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# Model

### Derived from Spatial #

A graphical model.

## Properties#

### `setOrigin(Vector3 origin)` #

Sets the origin to `origin`.

### `setOrientation(Quat orientation)` #

Sets the orientation to `orientation`.

### `setPose(Vector3 origin, Quat orientation)` #

Sets the pose using `origin` and `orientation` absolutely.

### `destroy()` #

Destroys the model instance. Resources like the mesh and material and textures may be in memory still, but the resource manager will clean it up if needed.

### `setMaterialProperty(uint32 submeshIndex, string propertyName, float value)` #

### `setMaterialProperty(uint32 submeshIndex, string propertyName, Color value)` #

### `setMaterialProperty(uint32 submeshIndex, string propertyName, string value)` #

Sets the material property `propertyName` on this model's submesh at `submeshIndex` to `value`. Valid material names are:

Name | Type | Description
--- | --- | ---
`color` | `Color` | Tint/multiply the shader's output color by this amount. (default is opaque white)
`roughness` | `float` | Scale the metal texture's roughness by this amount
`metallic` | `float` | Scale the metal texture's metalness by this amount
`tex_scale` | `float` | Scale the UV coordinates of all textures by this amount
`diffuse` | `string` | Path to the diffuse texture of the material (if it has one).
`emission` | `string` | Path to the emission texture of the material (if it has one).
`metal` | `string` | Path to the metalness texture of the material (if it has one).
`normal` | `string` | Path to the normal map texture of the material (if it has one).
`occlusion` | `string` | Path to the occlusion map texture of the material (if it has one).

- Derived from Spatial
- Properties
  - `setOrigin(Vector3 origin)`
  - `setOrientation(Quat orientation)`
  - `setPose(Vector3 origin, Quat orientation)`
  - `destroy()`
  - `setMaterialProperty(uint32 submeshIndex, string propertyName, float value)`
  - `setMaterialProperty(uint32 submeshIndex, string propertyName, Color value)`
  - `setMaterialProperty(uint32 submeshIndex, string propertyName, string value)`