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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 > Glass Material<br />

Glass Material<br />

Glass Material - creates a Truelight Glass Material.<br />

The Glass Material simulates glass surface behaviors.<br />

Exterieur Transparency - sets the shader´s<br />

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

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

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

directions. The brighter the diffuse reflection<br />

color is, the more transparent the material<br />

becomes.<br />

Interieur Transparency - sets the shader´s<br />

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

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

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

directions and the surface normals` direction is<br />

pointing away from camera. The brighter the<br />

diffuse reflection color is, the more transparent<br />

the material becomes. Only supported in<br />

OpenGL rendering mode.<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 respect to the surface normal, thus the angle of<br />

incidence equals the angle of reflection.<br />

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

Refraction Index - sets the material´s refraction index. Only supported in Raytracing<br />

rendering mode.<br />

Frosted Glass - simulates frozen glass and iced structures.<br />

Use Frosted Glass - activates frosted Glass.<br />

Roughness - the Roughness parameter defines the amount of diffuse reflection<br />

and, its complement specular reflection. The higher the roughness value, the<br />

more diffuse reflection will be rendered.<br />

Bump Texture<br />

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

Use Texture - loads an image texture for the bump channel. The image will be<br />

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

texture placement.<br />

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

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<br />

every 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

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