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Material properties can be changed or new properties can be defined in the Material Editor dialog.

Table of Contents

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Location of Material Editor Dialog

You can access the item editor dialog by clicking the Create or Edit buttons in the material list dialog.

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You can also access the Edit Material command in the Rendering tab, Render, and click on the object you want to change the material property for in the perspective window.

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General Tab

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Specifications - General Section

Material name

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The name of the material is entered.

Color

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The color of the material is selected, if the texture is not assigned, this color will appear on the perspective screen. It can be changed by clicking on the color box and dragging the mouse cursor on the color palette that opens.

Shininess

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The shininess value is entered.

Shininess strength

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Shininess strength is entered.

Front view

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The image of the selected material to be obtained when rendered is previewed.

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Sphere

The preview is shown on the sphere object.

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Cube

The preview is shown on the cube object.

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None

Preview is not shown.

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Transparency Section - Features and Explanations

Transparency

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The material is provided to acquire the property of a light-permeable substance.

Value

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Value between 0-100 is entered.

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Refractive index

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It is the coefficient showing how slow the light on that substance travels compared to the light traveling in the space.

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Defective fracture

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By increasing the sampling and scattering values, it provides the opportunity to give the material a ground glass feature. The increase in the values ​​ensures that the points are distributed homogeneously. Accordingly, rendering time may increase.

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Reflection Section - Features and Explanations

Reflection

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The material is provided to reflect light.

Value

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Value between 0-100 can be entered.

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Fresnel reflection

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It is the back reflection of a part of the light that passes from one of two media with different refractive indices to the other. Fresnel reflection should be activated in materials such as parquet and ceramics or when defining the curtain wall element.

Fresnel reflection allows you to define the object view for perpendicular surfaces and reflections for angled surfaces.

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Fresnel refractive index

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It is the refractive coefficient of light passing from one medium to the other.

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Fresnel reflection multiplier

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As the value of the reflection multiplier increases, the reflection becomes more evident on the parquet.

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Metallic reflection

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It allows the object to reflect while preserving its own color.

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Imperfect reflection

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It determines the degree of deterioration of object reflections. All objects show more or less imperfect reflection.

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Scattering

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Scattering affects the clarity of the reflection.

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Sampling count

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It provides a homogeneous distribution of the points on the surfaces where reflection will occur.

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Coatings Section - Features and Description

Allows you to define textures in the program or in your hand to the material. You can select and use these textures from the textures folder in the program, as well as textures obtained from the internet (jpeg, bump and shinness in a package).

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You can select and use these textures from the textures folder in the program, as well as textures obtained from the internet (jpeg, bump and shinness in a package). Select texture which is d for texture , bump b for embossing , s or r shinness for reflection .

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Tissue

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The image of the material to be used for the object is defined.

Opacity

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It is the definition of the jpegin to show the back black part as empty and the white part.

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Relief

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It allows to feel the created material in 3D.

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Brightness

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It gives shine to the created material.

Reflection

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Gives reflection to the created material.

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Offset

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According to the value in black color defined on the material, the material gains 3D.

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Save item

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Saves the material as .imt extension.

Upload item

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Selects previously recorded materials and adds them to the list of materials.

Effects Tab

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Features and Descriptions

Front view

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The image of the selected material to be obtained when rendered is previewed.

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Grass & Feather

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In the Effects tab, grass and feathers are activated and the grass or carpet is made 3D.

Intensity

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It is the amount of grass per unit area. Depending on the increase in density, rendering time may be longer.

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Quality

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A value between 1-10 can be entered as the quality number value. The higher the quality number, the higher the bending details of the grass.

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Length

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The minimum maximum length is generated in a random interval. The largest and smallest values ​​are entered.

Thickness

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The minimum and maximum thickness is generated in a random range. The largest and smallest values ​​are entered.

Slimming

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The minimum and maximum thinning is generated in a random range. The largest and smallest values ​​are entered.

Twist

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The minimum maximum bending is generated in a random range. The largest and smallest values ​​are entered.

Calculating light

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It excludes material in light calculation.

Takes shadow

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Controls whether the object with this material can cast a shadow.

Makes shadow

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Controls whether the object with this material cast a shadow or not.

Radiation

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By giving the material the luminous intensity, the object itself is made to be a light source.

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Glow intensity

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The amount of radiation is entered.

Sampling count

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It specifies how many points the light will be calculated. It affects the quality of the edges of soft shadows.

Save item

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Saves the material as .imt extension.

Upload item

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Selects previously recorded materials and adds them to the list of materials.