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PI-VR - VRED Professional 4.2 - PI-VR GmbH

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<strong>VR</strong>ED Documentation<br />

You are here: Modules > Material Editor > Materials Tab > TrueLight Materials > Phong<br />

Phong<br />

New features in <strong>VR</strong>ED<br />

<strong>Professional</strong> <strong>4.2</strong><br />

Getting started<br />

Using <strong>VR</strong>ED <strong>Professional</strong><br />

Menus and icons tab<br />

Scenegraph<br />

Modules<br />

Terminal<br />

Material Editor<br />

Materials Tab<br />

TrueLight Materials<br />

Phong<br />

Unicolor Paint Material<br />

Metallic Paint Material<br />

Flip Flop Material<br />

Line Chrome Material<br />

Chrome Material<br />

Brushed Metal Material<br />

Plastic Material<br />

Reflective Plastic Material<br />

Triplanar Material<br />

Reflective Triplanar<br />

Material<br />

Carbon Material<br />

Carbon 2D Material<br />

Tire Material<br />

Glass Material<br />

Shadow Material<br />

Multipass Material<br />

Switch Material<br />

Glow Material<br />

SphereEnvironment<br />

Material<br />

EnvironmentSwitch<br />

Material<br />

Standard Materials<br />

Edit<br />

Convert<br />

Additional Options<br />

Library Tab<br />

Textures Tab<br />

Environments Tab<br />

Variants<br />

Clip Maker<br />

Analyzer Tab<br />

Animation Tab<br />

Appearance Tab<br />

Info Tab<br />

Rendering Tab<br />

Tracking Tab<br />

Variants Tab<br />

Search<br />

Send Question<br />

Phong - creates a Truelight Phong Material. The<br />

Phong material uses the Phong shading algorithm.<br />

Diffuse Color - sets the shader`s diffuse<br />

reflection color. This is the color the shader will<br />

adopt, when the light reflection of the surface<br />

is spread to a brought range of directions.<br />

Specular Color - sets the shader`s color for<br />

specular reflection.<br />

Specular reflection behavior is described by the<br />

law of reflection which states that the direction<br />

of incoming light (the incident ray), and the<br />

direction of outgoing light reflected (the<br />

reflected ray) make the same angle with<br />

respect to the surface normal, thus the angle of<br />

incidence equals the angle of reflection.<br />

Roughness - the Roughness parameter defines<br />

the amount of diffuse reflection and, its<br />

complement specular reflection. The higher the<br />

roughness value, the more diffuse reflection<br />

will be rendered.<br />

Color Texture<br />

Use Texture - loads an image texture for the<br />

diffuse color channel. The image will be used<br />

as a pattern on the surfaces. Read<br />

MaterialEditor -> Textures for texture<br />

placement.<br />

Use Alpha Channel - uses the alpha channel<br />

of the image texture if it has an alpha channel<br />

embedded.<br />

Repeat mode - sets the repeat mode of the<br />

texture. There are four modes, which can be<br />

set.<br />

Repeat - the texture will be repeated in all<br />

directions.<br />

Repeat Mirror - the texture will be repeated<br />

and mirrored in x- and y-axis on every<br />

repetition.<br />

Decal - the texture will not be repeated.<br />

Clamp - not the whole texture will be repeated. Only the last pixel of the texture will be<br />

repeated.<br />

Anisotrophy - sets the texture filter quality for the image texture. 1 is lowest quality. 16 is<br />

highest quality.<br />

Input Gamma - sets the texture image gamma correction.<br />

Specular Texture

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