SpatialMaterial in Godot 4: it is StandardMaterial3D now

By Eduardo Orellana · Updated

SpatialMaterial is called StandardMaterial3D in Godot 4, and ORMMaterial3D is the variant that reads one packed occlusion-roughness-metallic texture. In a Godot 4 project, SpatialMaterial.new() fails to parse with Identifier "SpatialMaterial" not declared in the current scope. Did you mean to use "StandardMaterial3D"?.

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What Godot is checking

GDScript resolves every name when the script loads. SpatialMaterial is not a class in Godot 4, so the analyzer stops before anything runs, and because the name is in Godot's own table of Godot 3 renames, the message names the replacement.

The converter carries SpatialMaterial to StandardMaterial3D. albedo_color, albedo_texture, metallic, roughness and emission keep their names; flags such as flags_unshaded became shading_mode, and flags_transparent became transparency.

Reproduce it

A Godot 3 script that creates a SpatialMaterial in code, in a Godot 4 project.

extends Node

func _ready():
	var material = SpatialMaterial.new()
	print(material)

What Godot 4.7.2 prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

SCRIPT ERROR: Parse Error: Identifier "SpatialMaterial" not declared in the current scope. Did you mean to use "StandardMaterial3D"?
   at: GDScript::reload (res://answers/spatialmaterial-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/spatialmaterial-in-godot-4/repro.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)

Fix it

An unshaded, translucent red StandardMaterial3D.

extends Node

func _ready() -> void:
	var material := StandardMaterial3D.new()
	material.albedo_color = Color(1, 0, 0, 0.5)
	material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
	material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
	print(material.get_class(), " ", material.albedo_color, ", roughness ", material.roughness)

What the fixed script prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

StandardMaterial3D (1.0, 0.0, 0.0, 0.5), roughness 1.0

Verified on Godot 4.7.2

Both scripts on this page were run headless on Godot 4.7.2 (4.7.2.stable.mono.official.ed1daf0bf) on 18 October 2026, and the output above is what Godot printed, unedited.

Where the check lives in Godot's source: [gdscript_analyzer.cpp line 4687, the message with its hint](https://github.com/godotengine/godot/blob/4.7.2-stable/modules/gdscript/gdscript_analyzer.cpp#L4687), [renames_map_3_to_4.cpp line 1597, SpatialMaterial to StandardMaterial3D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1597), [StandardMaterial3D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/StandardMaterial3D.xml).

Questions

How do I make a material glow?
Turn on emission_enabled and set emission; add glow in the WorldEnvironment to see it bloom.
Is there a 2D equivalent?
CanvasItemMaterial for blend modes and lighting on 2D nodes, or a ShaderMaterial.