Adding Stimulus Materials
In this article:
EventIDE provides a robust system for managing stimulus materials through the built-in Material Library. Whether you are working with images, sounds, videos, vector graphics, or custom data, the Material Library ensures that all your resources are conveniently stored, organized, and ready for use in your experiment.
The Material Library
Each EventIDE experiment contains its own embedded Material Library, which serves as a central repository for all stimuli. The library is structured hierarchically, much like a traditional file system, allowing you to organize materials into folders and subfolders.
Note: Most materials added to the library are saved within the experiment file (.eve), ensuring portability. The only exception is linked video files, which remain external and must be present on the local file system when the experiment runs.
Accessing the Material Library
You can manage the Material Library in two ways:
Via the Library Ribbon Tab
Via the Material Library Panel (right side of the interface)
When the Library Ribbon Tab is selected, the Properties Panel automatically switches to display the Material Library Panel.

How to Add Materials
There are several ways to add stimulus materials to your library:
Drag and drop files directly into the Material Library Panel
Library Ribbon Tab > Load Materials – Import one or multiple files
Library Ribbon Tab > Add XAML Template – Insert a predefined shape (e.g. fixation cross)
Library Ribbon Tab > Add Video Links – Create a link to a video file stored on your computer
EventIDE automatically recognizes common formats:
Supported Types: bitmap and vector images, audio files (e.g. WAV, MP3), video files (e.g. MP4), 3D models, and more
Unrecognized Types: treated as data items for use in custom logic
Once added, materials can be previewed in the upper part of the Material Library Panel.
Using Stimuli from the Material Library
Before any stimulus can be presented in an experiment, it must be both loaded into the Material Library and assigned to a compatible element. Importing a file into the Material Library alone does not make it active in the experiment.
Elements that display or play stimuli—such as Renderer, Video Player, Audio Player, and similar presentation elements—require an explicit link to a material before they can be used.
To assign a stimulus to an element:
Import the stimulus file into the Material Library.
Locate the material in the library.
Drag and drop the material onto a compatible element in the Element Panel.

Multiple materials can be assigned to the same element (for example, several images assigned to a single Renderer element). When more than one material is linked, the element maintains an internal list of materials. At runtime, you can select which material is presented by accessing it via its index in code or through proxy variables.
Once assigned, the element becomes linked to the material and is ready to present the selected stimulus during the experiment runtime.
Managing Materials in the Material Library Panel
From the Material Library Panel, you can:
Rename items – Double-click the name
Create and organize folders – For better structure
Sort materials – By type, size, or name
Right-clicking within the panel opens a context menu, offering options to:
Import materials or video links
Create blank XAML items
Replace or export materials
Copy or paste items
Expand or collapse folder structures

Tip: A single material item can be used in multiple elements, and replaced globally without disrupting your experiment design.
The Library Ribbon Tab Features

In the Library Ribbon Tab, you can:
Load or delete materials
Copy and replace existing items
Add video links
Create and manage folders
Insert predefined XAML templates
Open the Material List Manager
Material List Manager
The Material List Manager provides a centralized view for assigning materials to compatible elements (such as the Renderer or Audio Player). You can open it:
From the Library Ribbon Tab
By clicking the “>” icon next to an element in the Element Panel that uses a material list

The manager includes three panels:
Left Panel – Elements Panel. Shows all elements that support material lists. You can group them by event, type, category, or scope (local/global).
Middle Panel – Material List of Selected Element. Displays the assigned materials. Items can be sorted and reordered.
Right Panel – Material Library. Allows you to drag and drop materials directly into the list of a selected element.
Note: Each element only accepts materials of a compatible type—e.g. images for a Renderer, audio files for a Wave Player.

Working with XAML Materials
EventIDE supports vector graphics using XAML (eXtensible Application Markup Language), which is ideal for creating precise and scalable visual stimuli.
Using XAML Templates
Go to the Library Ribbon Tab
Choose a predefined shape from the XAML template drop-down
Optionally, customize the fill and stroke colors
The template is added to your Material Library as a XAML item

Creating Custom XAML
Right-click in the Material Library Panel > Create Blank XAML, or use the Ribbon Tab
Click the puzzle icon next to the item to open the XAML Editor
Write your markup code (e.g. to create a rectangle):
<Rectangle Width="320" Height="240" Fill="#FFDDFFDD" StrokeThickness="15" Stroke="Orange"/>Click the check icon to compile and preview your XAML item

Tip: XAML supports shape composition, brushes, gradients, and effects for high-quality visuals.
Importing SVG Files
When you load an SVG file into the Material Library, EventIDE automatically converts it into XAML format for use in vector-based presentation.
Important Notes on Material Usage
Materials from the Library must be assigned to a compatible element (e.g. Renderer, Audio Player) before they can be used.
Materials cannot be used directly in the visual layout—they must first be dropped onto the target element in the Element Panel.
The same material can be used in multiple locations within the experiment.
Materials can be duplicated via copy-paste for variations or alternate use cases.
Large media files (especially full-length videos) can slow down the interface—consider using video links instead to reduce file size.
All library content is stored in the experiment file (.eve)—simply copying the file will transfer the experiment and materials to another computer.
