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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 > Plastic Material<br />

Plastic Material<br />

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

The Plastic Material is suitable to simulate diffuse<br />

plastic or leather 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 />

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 surface reflection<br />

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.<br />

Use Alpha Channel - uses the alpha channel of the image texture if it has an<br />

alpha channel embedded.<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<br />

will be repeated.<br />

Anisotrophy - sets the texture filter quality for the image texture. 1 is lowest<br />

quality. 16 is highest quality.<br />

Input Gamma - sets the texture image gamma correction.<br />

Specular Texture<br />

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

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

for texture placement.<br />

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

which can be set.

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