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

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 > Line Chrome Material<br />

Line Chrome Material<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 />

Line Chrome Material - creates a Truelight Line<br />

Crome Material. This material is especially designed to<br />

shade tiny line structures like windscreen heat-pipes<br />

and similar structures.<br />

Reflection Color - sets the chrome reflection<br />

color.<br />

Use Roughness - activates diffuse chrome<br />

reflections.<br />

Roughness - sets the diffuse chrome reflection<br />

amount.<br />

Line Width - sets the thickness of the lines<br />

drawn.<br />

Incandescence Settings - the incandescence defines the shader`s self-illumination behavior.<br />

Incandescence Color - sets the self-illumination color.<br />

Incandescence Intensity - sets the self-illumination intensity.<br />

Use Texture - loads an image texture, which defines the self-illumination area and intensity.<br />

Repeat mode - sets the repeat mode of the texture. There are four modes, which can be set.<br />

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

Repeat Mirror - the texture will be repeated 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. Value 1 is lowest quality.<br />

Value 16 is highest quality.<br />

Common Settings<br />

Occlusion Color - sets the shader´s pre-calculated ambient occlusion´s color. Read<br />

Appearance->Ambient Occlusion.<br />

Occlusion Intensity - sets the shader´s pre-calculated ambient occlusion´s intensity. Read<br />

Appearance->Ambient Occlusion.<br />

Glow Intensity - sets the shader´s glow intensity. Glow is a post-processing effect. To render<br />

the glow effect the Postprocessing rendering must be activated.<br />

Read Rendering-> Post-Processing ->Post FX.<br />

Glow is only supported in OpenGL rendering mode.<br />

See Through - renders the shader transparent. See Trough is only supported in OpenGL<br />

rendering mode.<br />

Compress Textures - compresses all used textures to reduce memory usage.<br />

Raytracing Settings - these settings take only effect in Raytracing rendering mode.

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