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PI-VR - VRED Professional Documentation - PI-VR GmbH

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<strong>VR</strong>ED <strong>Documentation</strong>You are here: Modules > Material Editor > Materials Tab > TrueLight Materials > Line Chrome MaterialLine Chrome MaterialGetting startedUsing <strong>VR</strong>ED <strong>Professional</strong>Menus and icons tabScenegraphModulesTerminalMaterial EditorMaterials TabTrueLight MaterialsPhongUnicolor Paint MaterialMetallic Paint MaterialFlip Flop MaterialLine Chrome MaterialChrome MaterialBrushed Metal MaterialPlastic MaterialReflective Plastic MaterialTriplanar MaterialTriplanar ReflectiveMaterialGlass MaterialCarbon MaterialCarbon 2D MaterialTire MaterialSphereEnvironmentMaterialEnvironmentSwitchMaterialShadow MaterialSwitch MaterialMultipass MaterialNPR MaterialStandard MaterialsEditConvertAdditional OptionsLibrary TabTextures TabEnvironments TabAnimation TabAppearance TabInfo TabRendering TabVariants TabSearchSend QuestionLine Chrome Material - creates a Truelight Line Crome Material. This material is especially designed toshade tiny line structures like windscreen heat-pipes and similar structures.Reflection Color - sets the chrome reflection color.Use Roughness - activates diffuse chrome reflections.Roughness - sets the diffuse chrome reflection amount.Line Width - sets the thickness of the lines drawn.Incandescence Settings - the incandescence defines the shader`s self-illumination behavior.Incandescence Color - sets the self-illumination color.Incandescence Intensity - sets the self-illumination intensity.Use Texture - loads an image texture, which defines the self-illumination area and intensity.Repeat mode - sets the repeat mode of the texture. There are four modes, which can be set.Repeat - the texture will be repeated in all directions.Repeat Mirror - the texture will be repeated and mirrored in x- and y-axis on everyrepetition.Decal - the texture will not be repeated.Clamp - not the whole texture will be repeated. Only the last pixel of the texture will berepeated.Anisotrophy - sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality.Common SettingsOcclusion Color - sets the shader´s pre-calculated ambient occlusion´s color. ReadAppearance->Ambient Occlusion.Occlusion Intensity - sets the shader´s pre-calculated ambient occlusion´s intensity. ReadAppearance->Ambient Occlusion.Glow Intensity - sets the shader´s glow intensity. Glow is a post-processing effect. To renderthe glow effect the Postprocessing rendering must be activated.Read Rendering-> Post-Processing ->Post FX.Glow is only supported in OpenGL rendering mode.See Through - renders the shader transparent. See Trough is only supported in OpenGLrendering mode.Compress Textures - compresses all used textures to reduce memory usage.Raytracing Settings - these settings take only effect in Raytracing rendering mode.Max Reflection Depth - sets the maximum amount of reflections a light ray may encounter.Reflection Trace Threshold - sets the minimum threshold value of each pixel for reflections.Interactive Quality - sets the render-quality mode and render-quality level duringRenderView interaction.

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