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Expand the specification tree and select the Italian Marble 
		material.  
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       Select Edit > Properties (or use one of the other methods 
       detailed in About Material Properties) to 
       open the Properties dialog box.  
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Click the
       Texture tab in the Properties dialog box: 
       
        
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In the Image Name box, navigate to locate the 
       desired image, and click OK to map it onto the preview element 
       as the texture. 
       
         
           
             
             In the example, we choose the 
             italian_marble.jpg image available with the default catalog. The 
             following image formats can be used: 
               - tif: TIFF (Tagged Image File Format)
 
               - rgb: Silicon Graphics 24-bit RGB color
 
               - bmp: Microsoft Windows Bitmap Format
 
               - jpg: JPEG (Joint Photographic Experts Group)
 
               - pic: Apple Macintosh Format
 
               - psd: Photoshop Format
 
               - png: Portable Network Graphics
 
               - tga: Truevision Targa file format.
 
              
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              Depending on 
             the document environments (i.e. the method to be used to access 
             your documents) you allowed in the
             
             Document settings, an additional window might appear 
             simultaneously to the File Selection dialog box to let 
             you access your documents using an alternate method:  | 
            
           
             
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             In our example, four 
             document environments have been allowed among which the DLName 
             environment. If you want to access your texture files using 
             DLNames, just click the Logical File System button: this 
             opens a specific dialog box dedicated to the DLName environment. 
             For detailed information on this dialog box, refer to
             
             Opening Existing Documents Using the Browse Window. | 
            
           
             
             The Type box indicates the type of texture you 
             applied: 
               - Image: identifies materials with a texture. In 
               that case, the corresponding image name is displayed in the 
               Image Name box
 
               - None: identifies materials with no texture such as 
               metals.
 
              
             A preview area, in which 
             different mapping types can be visualized, is also available:  | 
            
           
             
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             These different mapping 
             types are available to let you select the most appropriate mapping 
             for the shape of the geometry:
               - Planar Mapping is similar to a slide projector (a 
               picture on a wall, for instance). You can use it for textures 
               with two privileged directions such as Chessboard or Wall of 
               Bricks
 
               - Spherical Mapping is similar to a painted light 
               bulb. You can use it for textures that do not have a privileged 
               direction such as stone or raw metal
 
               - Cylindrical Mapping is similar to placing a label 
               on a can of food. You can use it for textures having a privileged 
               direction such as shiny metal or marble
 
               - Cubical Mapping is similar to wrapping a box
 
               - Adaptive Mapping lets you choose between two 
               mapping types: Automatic or Manual.
 
              
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             | The Automatic 
             adaptive mapping automatically creates a planar mapping on each 
             object face. 
              
             Manual adaptive mapping gathers together faces which 
             have close normal vectors. For each group of faces, a unique planar 
             mapping is applied. The precision value defined using the slider 
             modifies the tolerance used during the grouping process: the lower 
             the precision, the more faces with greatly different normal vectors 
             are gathered together. This manual mapping enables textures to 
             cross slightly sharpen edges, thus providing higher visual quality.
              
             This mapping type is especially relevant for materials with no 
             specific orientation such as leather or wood for example.   | 
            
           
             
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             Manual 
             adaptive mapping is available for Real Time Rendering 2 
             users only If you try to select it when working with Real Time 
             Rendering 1 or Photo Studio, it will automatically 
             switch to Automatic adaptive mapping. | 
            
           
             Manipulations are available 
             within the preview area: zooming in and out, rotating the support, 
             translating it. Click the Fill All In Preview
               
             button to reframe the support within the preview area. | 
            
           
             
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             You can also manipulate the 
             object (i.e. zooming in/out, etc.) directly in the geometry area 
             while displaying the Properties dialog box either by 
             double-clicking the material in the specification tree or by 
             right-clicking the material then selecting xxx object > 
             Definition. | 
            
          
        
        
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If necessary, change the 
       material size to adjust the scale of the material relative to the part.  
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Define the image repetition along U and V, as well as its 
       scale, its position and its orientation: 
       
         
           
             U and V correspond to parameters of the local parametric 
             surface.
             
               - Repeat U, V: lets you specify whether or not you 
               want the texture repeated ad infinitum along u- and v-axes
 
               - Scale U, V: determines how the texture is 
               stretched along u- and v-axes
 
               - Position U, V: determines the position of the 
               texture along u- and v-axes. By default, the image is centered
 
               - Orientation: defines the rotation of the texture 
               on surfaces.
 
              
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        Use 
       the Flip U and Flip V check boxes to invert the 
       material texture along U and V axes. 
       
         
           
             You can click 
             the Link U and V scales
               
             button to resize U and V proportionally. This is especially useful 
             for square shapes, the Floor material for instance. 
             Note that when this option is on, the Scale V box is 
             grayed and the button changes to
              . | 
            
           
             | The Inheritance tab displays information 
             about the material inheritance mode 
             and the checkboxes are grayed out until a material is applied. | 
            
          
        
        
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The Bump slider lets you 
       create a bump mapping effect when applying 2D textures. Bump mapping is a 
       lighting surface effect, based on a texture, that locally modifies the 
       geometric aspect of the basic object by means of an artificial 
       perturbation of the surface normals. These normals are vectors 
       perpendicular to the surface defining the orientation of the surface. 
       
         
           
             | 
              But keep in mind that bump 
             mapping cannot be visualized in real time display, it is used for 
             rendering purposes only.  | 
            
           
             As of V5R16 and provided 
             that your hardware configuration supports it, the
           
             CgFX technology which lets you 
             visualize a material with both a texture and a bump effect. 
             Below are two pictures showing a material onto which a texture has 
             been applied. On the left, CgFX technology is not used and no 
             reflections are displayed whereas on the right, CgFX technology is 
             activated and reflections are displayed: | 
            
           
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Click the
       Analysis tab if you want to edit the material physical 
       properties, such as the density and so on. These data will be used for 
       calculation purposes in the Version 5 - Generative Structural 
       Analysis User's Guide. 
       
         
           
             
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             | Note that appropriate licenses are required to use 
             this tab. | 
            
          
        
        
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Click the Drafting tab if you want to set the 
       pattern used for creating section views or section cuts: 
       
         
           
             
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              When a material is applied onto a product, the 
             pattern information is used only for the part(s) contained in the 
             product. 
             For more information, refer to the Version 5 
             - Generative Drafting User's Guide.  | 
            
           
             | Note that appropriate licenses are required to use 
             this tab. | 
            
          
        
        
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Click OK (or Apply then OK) 
       to validate the material texture definition. 
       
         
           
             | The material icon reflects the material as defined.
              Note that there is no specific order for defining parameters.  | 
            
          
        
        
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Position 
       the material interactively using the 3D compass as explained in
       
       Applying a Material. 
         
      
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