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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 > Carbon Material<br />

Carbon 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 />

Carbon Material - creates a Truelight Carbon<br />

Material. The Carbon Material simulates carbon<br />

surfaces.<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 />

Glossy Color - sets the shader´s glossy<br />

reflection color. this is the reflection color for<br />

glossy reflections.<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 />

Reflectivity - Sets the material´s reflectivity intensity.<br />

Carbon Pattern Settings - defines the carbon pattern.<br />

Pattern - there are four different pattern types, according which carbon<br />

structures are usually sewed.<br />

2X2 -<br />

image_01-cabon.png<br />

3X1 staircase - image_02-cabon.png<br />

3X1 interleave - image_03-cabon.png<br />

5X1 -<br />

image_04-cabon.png<br />

Pattern Size - sets the carbon structure size.<br />

Pattern Intensity - sets the fissure depth intensity.<br />

Pattern Orientation (Rotate X, Y, Z) - sets the pattern direction on x, y and z<br />

projection direction.<br />

Bump Texture<br />

Use Structure - activates a procedural bump structure.<br />

Bump Intensity - sets the bump intensity interpretation of the bump image<br />

texture.<br />

Structure Size - sets the structure size when the procedural bump structure is<br />

activated.<br />

Noise Quality - sets the procedural bump structure texture quality.

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