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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 > Standard Materials > Phong Material<br />

Phong 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 />

Standard Materials<br />

Simple Materials<br />

Chunk Material<br />

CGFX Material<br />

Phong Material<br />

MultipassMaterial<br />

MergeMaterial<br />

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

Phong Material is a simple phong shading model,<br />

which does not support any HDRI lighting. The simple<br />

Material is only visible, when it is light by standard<br />

light sources.<br />

Front<br />

Ambient - sets the Simple Material´s<br />

ambient light reflection color.<br />

Diffuse Color - sets the shader´s<br />

diffuse reflection color. This is the color<br />

the shader will adopt, when the light<br />

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

Specular Color - sets the shader´s color for specular reflection. Specular<br />

reflection behavior is described by the law of reflection which states that the<br />

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

reflected (the reflected ray) make the same angle with respect to the surface<br />

normal, thus the angle of incidence equals the angle of reflection.<br />

Emission - sets the shader´s illumination color and intensity.<br />

Shininess - sets the surface´s specular spread.<br />

Transparent - sets the surface´s transparency.

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