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Each material has five categories of parameters you can set: Pattern, Reflectance, Transparency, Texture and Wrapping. Not all categories are used for each material, only those that are relevant.For more information on Materials HDR, HDRI, Luminances and all other LightWorks.

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Note: Materials in TurboCAD is a vast topic unto itself, and cannot be covered fully here. The TurboCAD Community has a web page where you can get much more information: http://www3.turbocadcommunity.com/tiki-index.php?page=Lightworks Another reference is the book Photorealism in TurboCAD Pro, which is available at www.cadcourse.com.

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In the Preview section, you can change the shape and orientation of the preview object. Under Options, you can toggle the display of the preview object or desk. If Auto Update is checked, the preview will update each time a change is made (otherwise you must click the Preview button).

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The toolbar on the right side of the editor allows you to specify the elements of the preview.

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Warning: If the selection arrow is the specified option for the preview object, and no object is selected, you will get a warning that a preview cannot be generated. This will also happen if the selection arrow is the default and you open the Render Manager with no object selected.

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Options

The first set of parameters are the Options. This includes the RED file path.

There are also three options:

Double Sided: Will the material be mapped to each side of a facet.

Reflective Caustics: Will Reflective Caustics be calculated and displayed for this material.

Refractive Caustics: Will Refractive Caustics be calculated and displayed for this material.

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Pattern

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Note: TurboCAD has several defined patterns, but if you want to apply your own image as a pattern, see Creating a New Material.

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The first next set of parameters in the Render Manager is for the material's pattern. For example, look at a Brick material. In this example, the pattern is "Wrapped texture brick."

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This pattern is defined by dimensions and colors specific to bricks and mortar. For granite, the pattern parameters are related to mineral colors. Image Removed
And for wood floors, the pattern parameters are for planks and grooves.

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Materials such as glass have no pattern; the pattern is defined as "Plain."

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To see the entire list of available patterns, open the drop-down menu. Each type of pattern has its own set of unique parameters.. First there are two options: color or texture.

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If set to color, that color will be the color of the material. 

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If a texture map is selected, the mapped image will be used to color the material.

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All texture maps are assumed to be square. If the image used is not square it will be stretched/compacted into a square texture map, possibly deforming the texture.

The size of all texture maps is equal to one unit of the currently defined Space Unit in the Model space. For example if the Space Unit is set to inches the all texture maps are 1in. by 1in. If the Space Unit is in millimeters then the texture map is 1mm. by 1mm. The resulting texture can then be modified by scaling.

There are several parameters that control how texture maps affect a material.

 

Browse

The browse button opens a File Open dialog from which you can browse for a texture map file (supported file formats are JPEG, GIF, PNG, BMP).

Channel

NOTE: This feature is not yet implemented and will inactive in the current application from future versions of the RedSDK editor.

Offset U

This offsets the texture map horizontally. Each unit of offset equals 1 Space Unit (mm, in. etc.) as specified in the Model space.

Offset by 0.5 Horizontally

 

Offset V

This offsets the texture map vertically. Each unit of offset equals 1 Space Unit (mm, in. etc.) as specified in the Model space.

Offset by 0.5 Vertically.

 

Scale U

This scales the texture map horizontally. The value specifies the number of time the texture map will fit in 1 Space Unit (mm, in. etc.) as specified in the Model space. For example if the Space Unit is 1 inch, and if the scale is set to 2, the texture map will repeat 2 times within 1 inch. If the scale were changed to 0.2 it would take 5 inches to display the entire texture map.

Scaled by 2 Horizontally.

 

Scale V

This scales the texture map vertically. The value specifies the number of time the texture map will fit in 1 Space Unit (mm, in. etc.) as specified in the Model space. For example if the Space Unit is 1 inch, and if the scale is set to 2, the texture map will repeat 2 times within 1 inch. If the scale were changed to 0.2 it would take 5 inches to display the entire texture map.

Scaled by 4 Vertically. 

 


Rotation

This Rotates the texture map by the number of degrees specified.

Rotated by 30 degrees 

 

All texture maps are assumed to be square. If the image used is not square it will be stretched/compacted into a square texture map, possibly deforming the texture.

The size of all texture maps is equal to one unit of the currently defined Space Unit in the Model space. For example if the Space Unit is set to inches the all texture maps are 1in. by 1in. If the Space Unit is in millimeters then the texture map is 1mm. by 1mm. The resulting texture can then be modified by scaling.

There are several parameters that control how texture maps affect a material.

 

Browse

The browse button opens a File Open dialog from which you can browse for a texture map file (supported file formats are JPEG, GIF, PNG, BMP).

Channel

NOTE: This feature is not yet implemented and will inactive in the current application from future versions of the RedSDK editor.

Offset U

This offsets the texture map horizontally. Each unit of offset equals 1 Space Unit (mm, in. etc.) as specified in the Model space.

Offset by 0.5 Horizontally

 

Offset V

This offsets the texture map vertically. Each unit of offset equals 1 Space Unit (mm, in. etc.) as specified in the Model space.

Offset by 0.5 Vertically.

 

Scale U

This scales the texture map horizontally. The value specifies the number of time the texture map will fit in 1 Space Unit (mm, in. etc.) as specified in the Model space. For example if the Space Unit is 1 inch, and if the scale is set to 2, the texture map will repeat 2 times within 1 inch. If the scale were changed to 0.2 it would take 5 inches to display the entire texture map.

Scaled by 2 Horizontally.

 

Scale V

This scales the texture map vertically. The value specifies the number of time the texture map will fit in 1 Space Unit (mm, in. etc.) as specified in the Model space. For example if the Space Unit is 1 inch, and if the scale is set to 2, the texture map will repeat 2 times within 1 inch. If the scale were changed to 0.2 it would take 5 inches to display the entire texture map.

Scaled by 4 Vertically. 

 


Rotation

This Rotates the texture map by the number of degrees specified.

Rotated by 30 degrees 

 

Reflectance

This category defines a material's luster: its brightness, polish, dullness, etc. For example, a brick's reflectance is "Matte" - it is flat and does not reflect light.

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