Material properties can be changed or new properties can be defined in the Material Editor dialog.
Location of Material Editor Dialog
You can access the item editor dialog by clicking the Create or Edit buttons in the material list dialog.
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.
General Tab
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. |
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. |
IOR It is the coefficient showing how slow the light on that substance travels compared to the light traveling in the space. |
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. |
Specifications - Reflectivity Section |
Reflectivity The material is provided to reflect light. |
Amount Amount between 0-100 can be entered. |
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. |
Fresnel IOR It is the refractive coefficient of light passing from one medium to the other. |
Fresnel multiplier As the value of the reflection multiplier increases, the reflection becomes more evident on the parquet. |
Metallic reflection It allows the object to reflect while preserving its own color. |
Diffuse reflection It determines the degree of deterioration of object reflections. All objects show more or less imperfect reflection. |
Spread Spread affects the clarity of the reflection. |
Sample count It provides a homogeneous distribution of the points on the surfaces where reflection will occur. |
Specifications - Maps Section |
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 . |
Texture 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. |
Bump It allows to feel the created material in 3D. |
Shininess It gives shine to the created material. |
Reflectivity Gives reflection to the created material. |
Displacement According to the value in black color defined on the material, the material gains 3D. |
Save material Saves the material as .imt extension. |
Load material Selects previously recorded materials and adds them to the list of materials. |
Effects Tab
Specifications |
Preview The image of the selected material to be obtained when rendered is previewed. |
Grass & Fur In the effects tab, grass and furs are activated and the grass or carpet is made 3D. |
Density It is the amount of grass per unit area. Depending on the increase in density, rendering time may be longer. |
Quality 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. |
Length The minimum maximum length is generated in a random interval. The largest and smallest values are entered. |
Thickness The minimum and maximum thickness is generated in a random range. The largest and smallest values are entered. |
Taper The minimum and maximum thinning is generated in a random range. The largest and smallest values are entered. |
Bend The minimum maximum bending is generated in a random range. The largest and smallest values are entered. |
Exclude from lighting calculations It excludes material in light calculation. |
Receive shadow Controls whether the object with this material can cast a shadow. |
Cast shadow Controls whether the object with this material cast a shadow or not. |
Emission By giving the material the luminous intensity, the object itself is made to be a light source. |
Glow intensity The amount of radiation is entered. |
Sampling count It specifies how many points the light will be calculated. It affects the quality of the edges of soft shadows. |
Save item Saves the material as .imt extension. |
Upload item Selects previously recorded materials and adds them to the list of materials. |