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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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Sphere

The preview is shown on the sphere object.

Cube

The preview is shown on the cube object.

None

Preview is not shown.

Specifications - Transparency Section

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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Since the 1st object is a single surface element, the surface behind the object can be seen. Although the third object has the same feature due to its vase form, the surface behind it is not clearly visible. In short, the transparency value should be entered based on the form of the object, what kind of effect is desired from the material of the object in the rendering.

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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As the value increases, the diffractions and distortions increase. For example; water: 1.3, glass: 1.05, diamond: 2.5, copper and chrome: 2.7, ice: 1.31, crystal: 2 etc ...

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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Defective refraction feature vases, glasses, shower cabin and glass wall etc. can be used for. It is seen that the effect of frosted glass increases by increasing the defective breakage values ​​in the shower cabin in the example.

Specifications - Reflectivity Section

Reflectivity

The material is provided to reflect light.

Amount

Amount between 0-100 can be entered.

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Materials such as glass, parquet and ceramics have reflective properties.

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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In the first example, the reflection of the tile on the floor can be seen on the door surfaces that look upright. The object's own color should be seen on the surfaces viewed at 90 degrees for correct reflection. Fresnel reflection provided the opportunity to define more realistic reflection as in the second example.

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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While the reflection is active, the color of the object changes according to the color of the materials affecting the facade. With metallic reflection, the object preserves its own color and reflects the surrounding objects affecting it. In samples 1 and 2, the color of the material is also red. However, in the 1st example, the object reflected the surrounding objects like a mirror with 100% colors.

Imperfect Diffuse 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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While Fresnel reflection was inactive, it reflected other elements such as parquet, glass, and curtains. The parquet should have a slight reflection feature, but it should not reflect exactly like a mirror. For parquet, it should be ensured that both the texture of the material and the imperfect reflection are created in the parquet by activating the imperfect reflection.

Spread

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Spread affects the clarity of the reflection.

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Sampling Sample 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).

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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