|
-
Select the Italian Marble material in the
specification tree.
-
Select Edit
> Properties (or use one of the other methods detailed in
About Material Properties).
The
Properties dialog box is displayed: |
|
-
Make sure the
Rendering tab is active.
Using this dialog box, you can edit the
lighting and texture parameters of
the material you are currently editing. |
|
Material
specifications defined via Real Time Rendering are
shared with other Version 5 products. For information on the
Drafting and Analysis tabs, see the Version
5 - Generative Drafting and the Version 5 - Generative
Part Structural Analysis User's Guides, respectively.
Appropriate licenses are required to use these products. |
-
Modify the
Lighting parameters: Ambient, Diffuse,
Specular, Roughness, Transparency,
Refraction (*) and Reflectivity. You can either use the
slider or enter the desired value directly in the box.
-
By default, the ambient,
diffuse, specular and transparency colors are set to the basic color. You
can, however, click... and choose
the color to be used for the material texture.
The Transparency color is relevant for
software rendering only (i.e. Photo Studio product).
The Color dialog box is displayed
allowing you to choose the exact color you wish to define as a
material texture: |
|
|
When satisfied, click OK, and the color
is applied to the shape in the preview. |
-
Set the
other material parameters:
Parameter |
Set to 0
(or 1 for Refraction) |
Set to 1
(or 3 for Refraction,
(0.5 for Transparency) |
Ambient:
the intensity of light diffused in any direction by the object,
even if not lit by any light source.
The ambient light is essentially used to show objects or parts of
objects that are not illuminated directly by the light source.
This parameter affects the whole object, including the shadowed
area.
The intensity is defined by a coefficient (with a value between
0 and 1). |
|
|
Diffuse:
the intensity of light diffused by the object when lit by light
sources. Typically, a shiny metal surface would have a diffuse
reflectance value close to 0, while a piece of cardboard would have
a value probably above 0.9.
The intensity is defined by a coefficient (with a value between
0 and 1). |
|
|
Specular:
intensity and color of light reflected in one particular direction
(highlights)
Set the value to a minimum to generate very sharp highlights on
very shiny surfaces. Set the shininess to a higher value to
generate large specular spots creating a duller effect.
Typically, a polished object would have a high value for the
specular reflectance coefficient, while a more mat surface would
have a lower one. |
|
|
Roughness:
dullness of an object (size of the reflecting zone)
Set the value to a minimum to generate very sharp highlights on
very shiny surfaces. Set the shininess to a higher value to
generate large specular spots creating a duller effect on rougher
surfaces. |
|
|
Transparency: degree of transparency of an object and color
of the filter interfering with the light passing through an object.
The transparency color acts like a photographic filter which
modifies artificially the light rays received by an optical lens.
It is generally identical to the ambient and diffuse color but when
it is different, the shadows cast by the object are colored
accordingly. For instance, a blue object with a red transparency
color will cast slightly red shadows.
The higher the value, the more transparent the object (in the
example the value is 0.75), the lower the value, the more opaque
the object. |
|
|
Refraction:
degree of light passing obliquely through an object. The
refraction is defined by a coefficient (value between 1 and 2).
Set to 1, the transparent object will show no light distortion.
As an example, water has a 1.2 coefficient.
This parameter is relevant for software rendering only. |
|
|
Reflectivity:
degree of reflectivity of an object. Set to a high value, the
object reflects its environment.
Set this parameter to 0.2 in order to see the reflections when a
texture is applied. Otherwise, set this parameter to a value
greater than 0 to see the texture. More info... |
|
|
When setting the
Reflectivity parameter, you can also set advanced reflection
settings if you wish to use a customized environment image for
environment reflections. For more information, refer to
Defining Reflection Settings in this
guide. |
A
reflecting material lets you visualize the environment image it
reflects. As you can use images of various origins for your
environment, here is the priority order in which they are seen:
1. material reflectivity image defined in the
Advanced Reflection
Settings dialog box (for Real Time Rendering 2
users only)
2.
environment image defined in Tools > Options > Material
Library > Material
3. default environment image provided with Version 5.
|
All
values can be defined either using the scroll bar, the arrows or
directly in the box.
If several values are to be modified, better skip from each box to
another by pressing Tab: in this case, the preview icon
is updated only once. |
-
Click Apply to validate the material lighting
definition.
The material icon reflects the material as defined.
|
|
|
More about lighting properties
- All lighting parameter values range from 0 to 2
- As explained above in this scenario,
any amount of reflectivity, however small, means that you can no longer
visualize the mapped texture simultaneously with the reflected scene. If
you want to see the texture, make sure you set the
Reflectivity parameter
to 0 in the Lighting
tab. Otherwise, the result is as follows:
|