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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 > Brushed Metal Material<br />

Brushed Metal 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 />

Brushed Metal Material - creates a Truelight<br />

Brushed Metal Material. Using the Brushed Metal<br />

Material all types of metal surfaces can be simulated.<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 U/V - the Roughness parameter<br />

defines 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 />

On metallic surfaces the roughness can vary<br />

against the surface direction. Especially when<br />

the surface is finished.<br />

Due to this the roughness intensity can be<br />

separately set in U and V direction.<br />

Metal Type - The Metal Type attribute allows<br />

you to choose between a wide range of metal<br />

material presets, if you wish to.<br />

Brush Plane - sets the brush direction. To make the brush structure visible Bump Texture -><br />

Bump Structure must be activated.<br />

XY - sets the line-structure projection plane to XY<br />

XZ - sets the line-structure projection plane to XZ<br />

YZ - sets the line-structure projection plane to YZ<br />

Radial XY - sets the radial-structure projection plane to XY<br />

Radial XZ - sets the radial-structure projection plane to XZ<br />

Radial YZ - sets the radial-structure projection plane to YZ<br />

Brush Center - sets the brush projection center. To center the Projection pivot automatically,<br />

select an object and press "Get Center". Then the selected object`s center will be used as<br />

projection pivot.<br />

Reflectivity - sets the Brushed Metal Material`s reflective intensity.<br />

Color Texture<br />

Use Texture - loads an image texture for the diffuse color channel. The image<br />

will be used as a pattern on the surfaces. Read MaterialEditor -> Textures<br />

for texture placement.

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