Graphics Programs Reference
In-Depth Information
Fade mixes the texture and base color. Glossiness controls the quality
of reflective light; the smaller the highlight, the glossier the material. High-
lights list specifies the type of specular highlights, between nonmetallic
(highlight reflects the light color) and metallic (highlight maintains material
color).
Reflectivity : This controls the direct and oblique level of reflections.
Transparency : This controls if and how transparent the material is.
Amount defines the level of transparency ( 0 is completely opaque and
100 is completely transparent). Translucency specifies a translucent ma-
terial, that is, some light passes through and some light is scattered,
thus reducing visibility. Refraction specifies the material IOR (index of re-
fraction, a property for nonopaque materials). The list includes the most
common IORs, such as glass (1.52) and water (1.33). To control opacity
maps, it is better to apply cutout parameters instead of Image and Image
Fade .
Cutouts : We can specify a map to create an opacity map or cutout, that
is, a material with different areas of transparency by selecting a map (im-
age or texture). Black areas of the map are completely transparent, while
white areas are completely opaque.
Self Illumination : This controls self-illumination, simulating a lamp
turned on or neon. With this parameter, the material does not cast light
and neither receives any shadows. Filter Color simulates a filter applied
to lighting color, Luminance simulates photometric intensity, with some
predefined values, and Color Temperature adjusts the self-illumination
color.
Bump : This controls the effect of nonsmooth material, simulating irregu-
larities such as the space between tiles or bricks. We can apply a map
(image or texture) to simulate bump and adjust its value with the Amount
option. Higher values mean a more irregular material. Lighter colors sim-
ulate high relief, darker colors simulate low relief.
Tint : This specifies a color to tint the material.
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