12.07.2015 Views

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

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

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

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<strong>VR</strong>ED <strong>Documentation</strong>You are here: Modules > Material Editor > Materials Tab > TrueLight Materials > Plastic MaterialPlastic 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 QuestionPlastic Material - creates a Truelight Plastic Material. The Plastic Material is suitable to simulate diffuseplastic or leather surfaces.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 - the Roughness parameter defines the amount of diffuse reflection and, itscomplement specular reflection. The higher the roughness value, the more diffuse reflectionwill be rendered.Reflectivity - sets the surface reflection 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 lowestquality. 16 is highest quality.Input Gamma - sets the texture image gamma correction.Specular TextureUse Texture - loads an image texture for the specular color channel. The imagewill be used as a pattern on the surfaces. Read MaterialEditor -> Texturesfor texture placement.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. Value1 is

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!