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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 > Brushed Metal MaterialBrushed Metal 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 QuestionBrushed Metal Material - creates a Truelight Brushed Metal Material. Using the Brushed Metal Material alltypes of metal surfaces can be simulated.Diffuse Color - sets the shader`s diffuse reflection color. This is the color the shader willadopt, when the light reflection of the surface is spread to a brought range of directions.Specular Color - sets the shader`s color for specular reflection.Specular reflection behavior is described by the law of reflection which states that the directionof incoming light (the incident ray), and the direction of outgoing light reflected (the reflectedray) make the same angle with respect to the surface normal, thus the angle of incidenceequals the angle of reflection.Roughness U/V - the Roughness parameter defines the amount of diffuse reflection and, itscomplement specular reflection. The higher the roughness value, the more diffuse reflectionwill be rendered.On metallic surfaces the roughness can vary against the surface direction. Especially when thesurface is finished.Due to this the roughness intensity can be separately set in U and V direction.Brush Plane - sets the brush direction. To make the brush structure visible Bump Texture ->Bump Structure must be activated.XY - sets the line-structure projection plane to XYXZ - sets the line-structure projection plane to XZYZ - sets the line-structure projection plane to YZRadial XY - sets the radial-structure projection plane to XYRadial XZ - sets the radial-structure projection plane to XZRadial YZ - sets the radial-structure projection plane to YZBrush Center - sets the brush projection center. To center the Projection pivot automatically,select an object and press "Get Center". Then the selected object`s center will be used asprojection pivot.Reflectivity - sets the Brushed Metal Material`s reflective intensity.Color TextureUse Texture - loads an image texture for the diffuse color channel. The imagewill be used as a pattern on the surfaces. Read MaterialEditor -> Texturesfor texture placement.Use Alpha Channel - uses the alpha channel of the image texture if it has analpha channel embedded.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 onevery repetition.Decal - the texture will not be repeated.Clamp - not the whole texture will be repeated. Only the last pixel of the texturewill be repeated.Anisotrophy - sets the texture filter quality for the image texture. 1 is lowest

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