Here is a non-exhaustive list of the most Frequently Asked 
 Questions about materials.
 
   
     
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     How to display materials applied onto objects?
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     Select View > Render Style > Customize View 
     command then select the Material check box or click
     Shading with Material
       
     in the View Toolbar. | 
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     How to improve the material display?
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     | Sometimes, the material you applied onto an object may 
     look dull or without any relief. You can: 
     
       - replace the environment image by an image with more contrast or with 
       more vivid colors. This will impact the reflection of all the materials 
       applied onto the model 
 
       - or if you want to modify only one material, you can define a specific 
       environment image for this material. To do so, access the material 
       properties then click the ... button next to the 
       Reflectivity slider. Bear in mind that a Real Time Rendering 2 
       license is required in that case
 
       - or if the material has a texture, you can play with the contrast of 
       the texture image.
 
      
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     How to prevent the texture image from disappearing?
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     | When increasing the material reflectivity, the texture 
     image is no longer displayed. Standard OpenGL technology cannot visualize 
     a texture image and a reflection image simultaneously on the same material. 
     As a consequence, if the material reflectivity is set to a value lower than 
     0.2, the texture image is preferably displayed. Inversely, if the material 
     reflectivity is higher than 0.2, then the reflection image is preferably 
     displayed.  
     Note that using other types of materials, such as OpenGL shaders, lets you 
     display both effects simultaneously.  | 
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     How to apply materials from a user-defined catalog?
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     Select Tools > Options > 
     Infrastructure > Material Library then in the Material 
     tab, indicate the path of the user-defined catalog you want to use in the
     Default Material Catalog Path box. This catalog will then open 
     by default when clicking Apply Material
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     How to visualize .cgr files correctly?
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     | .cgr files included in .CATPart documents 
     onto which materials have been applied from a user-defined catalog may not 
     be correctly displayed after the modification of this catalog.
      The .cgr files have to be regenerated because they are not updated. To 
     do so: 
     
       - remove the existing .cgr files
 
       - export the NO_LOAD_CGR=1 environment variable
 
       - reload the model to re-create the .cgr files properly.
 
      
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     How to save a catalog opened in read-only mode?
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     When trying to save a material catalog, a message informs 
     you that the catalog is in read-only mode and cannot be saved. 
     By default, any material catalog you open in your Version 5 session opens 
     in read-only mode for performance reasons.
     To avoid loading a catalog in read-only mode and thus, be able to save 
     it, select Tools > Options > Infrastructure > Material Library 
     then in the Material tab, select the Applying a material 
     opens the catalog in read/write mode check box. 
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     How to modify the default environment image on 
     reflective materials?
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     Select Tools > Options > Infrastructure > Material 
     Library then in the Material tab:
       - enter the path of the user-defined environment image in the 
       Environment Image File box or click the
       
  
       icon to browse your folders to the desired location 
       - or, when working with a Real Time Rendering 2 license, click the
       
  
       button to create a new environment image. 
      
     Note that you do not need to restart a Version 5 session to take the new 
     environment image into account.  | 
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     How to repair broken links to materials?
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     | When opening a model onto which materials have been applied from a 
     user-defined catalog, the materials cannot be found and thus, the links to 
     these materials are broken. To correct this: 
     
       - select Tools > Options > General and access the 
       Document tab
 
       - in the Linked Document Localization area, make sure that the "Other 
       folders" strategy is active (i.e. if "Yes" is displayed in the Active 
       column). If it is not active, click the Activate button
 
       - click the Configure... button
 
       - in the Other Folders dialog box, select the folder 
       containing your catalog in the Look in list
 
       - click the Add button to add it to the search order.
 
      
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     How to find the material textures?
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     | Sometimes, textures used by materials saved in a material 
     catalog or in a CATPart or a CATProduct are not found by the application. 
     To correct this: 
     
       - select Tools > Options > General and access the 
       Document tab
 
       - in the Linked Document Localization area, check that the "Other 
       folders" strategy is active (i.e. if "Yes" is displayed in the Active 
       column). If it is not active, click the Activate button
 
       - click the Configure... button to open the Other 
       Folders dialog box
 
       - select the folder containing your texture images in the Look in 
       list
 
       - click the Add button to add it to the search order.
 
      
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     How to find the catalog a material is originated 
     from?
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     | When applying a material as a linked 
     object in a CATPart or a CATProduct, you may want to find the catalog in 
     which this material is included. To do so, select Edit > Links 
     to display the list of links between documents. As this list shows the 
     entire path of each link, it will be easy to identify the name and location 
     of the catalog containing the linked material.  | 
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     Where is stored the material applied onto a 
     product?
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     | When working with several levels of 
     products in the same document, you may sometimes wonder where the material 
     applied onto a product is stored: the material is stored in the document of 
     the root product. Let's take the following example: 
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     Three different materials are applied 
     onto three different elements:
       - "Concrete" is applied onto Product1
 
       - "Copper" is applied onto Product2
 
       - "Turf" is applied onto Part1.
 
      
     Once the document has been saved, if you reopen each element 
     individually (either using File > Open or the xxx object > 
     Open in New Window contextual command), the result is as follows: 
     
       - when reopening Product1, the material applied onto it, i.e. 
       "Concrete", is displayed
 
       - when reopening Product2, no material is displayed because the 
       material applied onto Product2 ("Copper") is stored in the root product, 
       i.e. Product1 in our example. 
 
       However, you can store the material in Product2: to do so, first open 
       Product2 in a new window then apply the material onto it. 
       As a consequence, if you want to be able to see the "Copper" material, 
       you need to open Product1 
       - when reopening Part1, the material applied onto it, i.e. "Turf", is 
       displayed because the material applied onto a part is stored in the part 
       itself.
 
      
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     How to convert .isl files to .fx files?
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     | Version 5 lets you apply different kinds 
     of advanced materials, such as OpenGL and CgFX materials. Parameters 
     defining OpenGL materials are stored in .isl files whereas parameters 
     defining CgFX materials are stored in .fx files. When needed, you have 
     the ability to convert .isl files into .fx files. This conversion is 
     performed manually, i.e. you have to copy the necessary information from 
     the .isl file then insert them at the required location in the .fx file.
      
     To do so, use the template file named 
     templateISLtoFX.fx provided in $CATStartupPath\startup\materials\shaders.  | 
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     The four steps to carry out are detailed 
     below:
       - In the .isl file, copy the input parameters defined in the .isl file 
       then paste them to the .fx file under the line //TWEAKABLES. You will 
       also need to modify the syntax in order to make it compliant with the 
       CgFX language. 
 
       Below is an example of an .isl file with the result in .fx file: 
      
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               | Original .isl 
               file | 
               Result in .fx 
               file | 
              
             
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         - In the .fx file under the line //PARAMETERS, define the 
         parameters to be called by the pixel shader as follows:
 
        
      
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         - In the .isl file, copy the parameters related to the 
         shader body then pasted it to the .fx file under the line //PIXEL 
         SHADER and make the necessary syntax modifications:
 
        
      
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                 | Original .isl 
                 file | 
                 Result in .fx 
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             In addition to this, the roughness parameter has to be changed 
             from: infos.SpecExpon=32;  
             to 
             infos.SpecExpon=Roughness*100; 
            
          
        
      
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         - In the .fx file under the line //CALLS, insert the 
         following information to call the pixel shader's parameters:
 
        
      
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     | Your .isl file is now migrated in .fx 
     format! | 
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     Why are the rendering material properties grayed 
		out in the Properties dialog box?
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     In certain cases, the rendering material properties of a material contained 
		in a Material library are not editable.  
		 
		Depending on the rights' access on the .CATMaterial document and the 
		setting specified in the Tools > Options > Infrastructure > 
		Material Library, (Open the catalog in the read-write mode 
		when applying a material check box), the properties are accessible 
		or not accessible:
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