Name
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The name of the material. This field can
be left as the default "material00", but it is a good idea to give each
material a useful name.
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Ambient |
The ambient component is the color of a
material in a shadow. Normally you want it to be the same as the diffuse
component. In fact this is so common that there is a button that will lock
all ambient and diffuse values together so you don't have update them both
to make changes.
The number to the left is how much ambient component adds to the
final color. The normal range for the ambient weight is from 0.0 to 1.0.
The row of materials below have an ambient value ranging from 0 on the
left to 1 on the right:
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Diffuse
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The diffuse component is what you would
normally call the “color” of a material. It is combined with the amount
and color of light illuminating your model and added to the final color.
The normal range for the diffuse weight is from 0.0 to 1.0. These
samples vary the diffuse value from 0 to 1:
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Specular
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The specular component is part of the “shininess”
contribution. You normally set this color to white to reflect the light's
color. For metallic surfaces you should change the color to something closer
to the diffuse color.
The normal range for the specular weight is 0.0 to 1.0. These samples
vary the specular value from 0 to 1:
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Emissive
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The emissive component represents light
generated by a material. It is not affected by lighting. You use this
for things like lava and eyes that glow in the dark.
The normal range for the emissive weight is 0.0 to 1.0. The default
value is 0.0 to prevent glowing. These samples vary the emissive value
from 0 to 1:
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Rough |
The roughness of the material. A higher
value makes the surface look shinier. It is tempered by the value of the
Specular component. Values range from 1.0 (not at all shiny) to 100. These
samples vary the value from 2 to 64 by multiples of 2, and have the specular
weight increased from 0.2 to 0.6 to show the changes better:
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Trans*
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The transparency of the material. Actually,
it's the opaqueness of the material. 1.0 is fully visible, while 0.0 is
completely transparent.
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Brilliance*
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The brilliance factor. This setting changes
the appearance of the diffuse component. Normal objects have a value of
1.0. If you increase it by a small amount to 1.5 or 2.0, the material takes
on a sort of metallic sheen, or for brighter colors, a deeper, richer
appearance. A value less that one flattens the look of the material. Here
the value of brilliance changes from 0 to 2.5 in steps of 0.5:
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The texture button opens the general texture dialog for this
material. You may use several textures on a single material, changing the
diffuse color, transparency, emissive color, and more. You can also apply
a bump map texture. See the Texture Dialog section for more details.
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Two Sided
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You can select this item, to give the material a different
material for it front and back sized. The front and back buttons will show
which side's properties are currently showing.
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This button deletes a material. You will be notified if it
is currently in use and given a chance to cancel the delete.
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These four color patches show the current value for the ambient,
diffuse, specular, and emissive colors. The currently active one is outlined
and the lower part of the window shows its numeric value. You can change
the active color to a different patch by clicking on it.
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These buttons show you if a particular component uses a texture.
If the button has a “T” on it then it uses a texture. If not then it doesn't.
You can click on a button to set a particular texture.
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*Note: Transparency and some more advanced
texture modes may only affects rendered images. Its final effect can
only be partially shown in interactive sessions. Some graphics cards
can show more than others, depending on which features they support. You
should render a test image to see the final look of your models.
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