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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
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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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