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 Material and Texture Setting
1.       Two Modes of Material
 
There are two modes of material, pure color and texture. The difference can be seen from the following pictures.
 
2.       Four Basic Parameters of Material
 
Generally, designer can get most of the texture by using these four basic paramet ers. They are Base, Color, Reflection and Transparency.
 
2.1. Base
 
Name: The name of the current material.
 
Type: Classify different types of materials according to their different attributes in the physical world.
 
Transmit: If light shoots to the front side of an object, it will go through the object and generate diffuse reflection. If you see from the backside, the object is alight.
 
Reflection: When doing radiosity calculation, this parameter controls how much luminous energy will be reflected by the material.
 
Map Size: This parameter can readjust the value of the auto-axis texture map coordinate.
 
2.2. Color
 
RGB: Tone color using the Red, Green and Blue system. This color means the diffuse reflection color of the material when there is no color texture map.
 
HSV: Use the Hue, Saturation and Value system for toning.
 
Color Blending: This parameter can be used to control the color saturation of the reflection light.
 
Brightness: After using radiosity, this parameter can control the brightness of the texture mapping.
 
Texture: Use an image file to the object.
 
2.3. Reflection
 
Reflection: It can be viewed in the mirror that it reflects other objects. This feature is called mirror reflection. Value 1 means pure mirror and value 0 means it has no reflection feature.
 
Smoothness: It means the smoothness level of an object surface. This parameter is only valid when the reflection level is not 0. It is used to make the effect of diffuse reflection.
 
Gloss: The intensity of gloss effect. Gloss effect is only sensitive to spotlight/IES light source, and is irrelevant to reflection.
 
Gloss Size: Span of gloss effect.
 
 
2.4. Transparency
 
Transparency: The feature that you can see objects behind glass is called transparency.
 
Refraction: Transparent objects, for example, magnifier, can produce ray refraction.
 
3.       Advanced Setting
 
3.1. Reflection>>Texture
 
Reflection>>Texture: Reflection texture mapping is a kind of black and white picture, whose supporting formats include JPG, BMP and TIF.
 
If you want to set reflection texture, you need to give the object reflection value firstly. And then select a black and white picture as reflection texture.
 
 
After raytracing, the white part can reflect other object, while the black part can’t. If you want the black part to reflect other object, you could tick “Inverse” option.
 
3.2. Transparency>>Texture
 
Transparency>>Texture: Transparency texture mapping uses a pattern file to control the transparency of different areas of object surface.
 
If you want to set transparency texture, you need to give the object transparency value firstly. And then select a black and white picture as transparency texture.
 
After raytracing, the white part will have transparency effect, while the black part won’t have. If you want the black part to have transparency effect, you could tick “Inverse” option.
 
3.3. Stencil
 
Stencil: Stencil texture mapping is similar to reflection texture mapping. It can use the black and white pattern to control whether the object surface will be displayed or not. The black part will be displayed normally, while the white part will disappear completely.
 
3.4. Bump
 
Bump: It can use pattern to simulate concavo-convex effect on the object surface. Presently, the system only support reflective bump texture mapping.
 
3.5. Emit
 
Emit: Emit texture mapping can be used to control the brightness of different parts of an object, whose supporting formats include JPG, BMP and TIF. It can use the dark and bright pattern to control whether to display source light or not. The bright part can display it, while the dark part cannot display it.
 
3.6. Wave
 
Wave: Wave effect can be used to simulate water wave effect.
 
Wave numbers: Specify the number of the wave source center points, for example, if the value is 1, then it is equal to the effect of throwing a stone into the quiet lake surface. If the value is greater than 3, then you basically cannot see the location of those wave sources.
 
Center: It is the coordinate location of wave source. Usually you need not to adjust it.
 
Wave length: It is the distance between wave crests.
 
Wave amplitude: It is the wave amplitude.
 
 
4.       Other Command in Material Menu
 
Fit map: For painting and carpets, etc., the size of texture mapping coordinate is completely consistent with the maximal size of object surface. You can use this command to conveniently process such kind of texture mapping.
 
Edit texture: Adjust the existing texture map coordinate, such as move, rotate, zoom, mirror.
 
Auto map: According to each surface’s direction of object, automatically align every surface to project.
 
Plan map: Project an image to object’s surface with the mode of projector. But you can only project to one surface, and images not in this surface will be distorted.
 
Cylinder map: It is used to project an image to a cylinder object and the cylinder surface will be wrapped by this image except top surface and bottom surface.
 
Sphere map: It is used to project an image to a sphere.
 
Note that the concept of texture mapping coordinate is pertinent to the color texture mapping material and it is meaningless to adjust texture mapping coordinate for some material without color texture mapping.
 
5.       Common Texture Setting