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Specifications - General Section | |||||||
Material name The name of the material is entered. | |||||||
Color 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 The shininess value is entered. | |||||||
Shininess strength Shininess strength is entered. | |||||||
Preview The image of the selected material to be obtained when rendered is previewed.
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Specifications - Transparency Section | |||||||
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Transparency The material is provided to acquire the property of a light-permeable substance. | |||||||
Amount Value between 0-100 is entered.
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IOR 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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Diffuse refraction By increasing the spread and sample count values, it provides the opportunity to give the material a frosted glass feature. The increase in the values ensures that the points are distributed homogeneously. Accordingly, rendering time may increase.
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Specifications - Reflectivity Section | |||||||
Reflectivity The material is provided to reflect light. | |||||||
Amount Amount between 0-100 can be entered.
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Fresnel reflection 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 IOR It is the refractive coefficient of light passing from one medium to the other.
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Fresnel multiplier As the value of the reflection multiplier increases, the reflection becomes more evident on the parquet.
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Metallic reflection It allows the object to reflect while preserving its own color.
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Imperfect Diffuse reflection It determines the degree of deterioration of object reflections. All objects show more or less imperfect reflection.
Scattering Scattering
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Spread Spread affects the clarity of the reflection.
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Sampling Sample count 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). 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 The image of the material to be used for the object is defined. | |||||||
Opacity It is the definition of the jpegin to show the back black part as empty and the white part.
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Relief It allows to feel the created material in 3D.
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Brightness It gives shine to the created material. | |||||||
Reflection Gives reflection to the created material.
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Offset According to the value in black color defined on the material, the material gains 3D.
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Save item Saves the material as .imt extension. | |||||||
Upload item Selects previously recorded materials and adds them to the list of materials. |
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