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In document ■• /*to p/w/O/VV-* (página 141-152)

Many of the Truelight materials have different channels on which you can apply the Texture Maps. The options for the different texture channels are grouped under the Diffuse Texture, Glossy Texture, Roughness Texture, and Bump Texture rollouts.

Incandescence Enables you to set a material to have self-illuminating properties. In this rollout you can set the color and intensity of self illumination, and select a texture file to be used for illumination intensity and area. If you are using a texture, a series of options can be used to set how the texture UV should be repeated, mirrored, rotated, or offset. The Use as Light Source option enables you to set the geometry to be used as a light source, and is only available with Raytracing.

Transparency Enables you to set the transparency of the material.

For complete transparency, use the See Through option. You can also use a texture file for providing transparency or opacity. If you are using a texture, a series of options can be used to set how the texture UV should be repeated, mirrored, rotated, or offset.

Displacement Displacement works with a 2D image which does not have any height information. The details (based on the resolution of the image) in the image are mapped onto a geometry and interpreted as height information. You can create detailed structures by displacing the selected geometry along the vertex normals using the height information, which produces accurate reflection and shadows. The rollout provides you with the option for defining the displacement height. You can also use a texture file for defining a pattern on the surface. If you are using a texture, a series of options can be used to set how the texture UV should be repeated, mirrored, rotated, or offset.

Raytracing Provides you with options to be used with Raytracing.

You can set the material id number and tube radius when applied to a line geometry. Also enables you to override the illumination mode, sampling quality for IBL and Reflection/Refraction, and override the maximum Raytrace depth.

Common Provides you with options that control the Occlusion color, intensity, and lighting mode.

Diffuse Texture

The Diffuse Texture rollout enables you to load an image texture map for the Diffuse channel, which sets the map on the surface of the selected geometry. To enable the options that control how the texture is applied on the surface, select Use Texture, as shown in Figure 3–20.

Figure 3–20 These options are the

same in each of the

Texture channels. • Use to open the Load Texture dialog box, which enables you to load a texture from the required folder.

• Use to open the Save Texture dialog box, which enables you to save the selected texture to a new location.

• Use to reload a selected texture. After loading a texture, you might make changes to a texture. Reloading the texture adds the changes to the texture.

• Use to delete the texture.

Mapping Type: Set the Mapping Type as UV or Planar.

Repeat Mode UV: Select Repeat to repeat the texture in all directions, Mirrored to repeat and mirror the texture, Decal to prevent repeating the texture, and Clamp to repeat the last pixel of the texture.

Repeat UV: Enter a number of times that you want the UV to repeat.

Offset UV: Enables you to set a offset for the UV.

Rotate: Rotates the UV. Drag the slider to change the values

Anisotropy: To define the filter quality, set a number

between 1 (lowest quality) and 16 (highest quality). Drag the slider bar to change the values, or enter a number in the value edit box.

Input Gamma: Set the Gamma correction for the image.

Use ICC Profile: The colors of the texture are based on the profile information provided with the texture. If no profile information is provided, the colors are based on the RGB values that are stored.

Glossy Texture

You can use this rollout to load an image texture map for the Glossy channel. The options included are same as the options provided in the Diffuse Texture rollout.

Roughness Texture

You can use this rollout to load an image texture map for the Roughness channel. This rollout has the same options that are provided in the Diffuse Texture rollout, as well as the following additional options:

Minimum Roughness: Sets the minimum roughness for the texture.

Maximum Roughness: Sets the maximum roughness for the texture.

Bump Texture

Bump maps are used to describe indentations and relief. In bump maps, the lighter-colored areas display as raised above the surface, while the darker areas display as recessed. You can use this rollout to load an image texture map for the Bump channel. This rollout has the same options that are provided in the Diffuse Texture rollout, as well as the following additional options:

Use Structure: Enabling this option uses a procedural structure, as opposed to a texture map. The procedural structure is generated by the software to simulate a bumpy surface.

Parallel Intensity: Sets the parallel shift of the image.

Bump Intensity: Sets the intensity of the bumpiness in the image.

Structure Size: Sets the size of the bumps when the Use Structure option is enabled.

Bump Type: Enables you to use either a regular map or a pixel displacement map.

Truelight

In document ■• /*to p/w/O/VV-* (página 141-152)

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