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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 > Chrome Material<br />

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 />

Chrome Material - creates a Truelight Crome<br />

Material. Using the Chrome Material chromic and<br />

metallic surface behaviors can be simulated.<br />

Reflection Color - sets the chrome reflection<br />

color. When the chrome reflection is colored,<br />

then the reflected objects will also be colored.<br />

Smear - sets the reflection`s blur amount.<br />

Only supported in OpenGL rendering mode.<br />

Contrast - sets the reflection`s contrast level.<br />

Saturation - sets the reflection`s saturation<br />

level.<br />

Roughness - sets the diffuse chrome reflection<br />

amount. The higher the roughness value, the<br />

blurrier the reflection will get.<br />

Rough Chrome Settings - a bump structure<br />

can be added to the chrome material. Only<br />

supported in OpenGL rendering mode.<br />

Use Roughness - activates diffuse chrome<br />

reflections and bump structure.<br />

Structure Size - sets the bump structure size.<br />

Structure Intensity - sets the bump<br />

structure`s intensity.<br />

Noise Quality - sets the noise quality.<br />

Low - sets the noise quality to low. Low quality uses less memory.<br />

High - sets the noise quality to high. This allows even on extreme close ups<br />

sharp and detailed noise structures.<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

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