Standard Material
Use
The Basic Tab Page, when a Standard Material option is selected in the Shading field, is used to adjust the appearance of the material including the ambient light, opacity across all channels, and shading. Note that alpha for a specific channel, for example, ambient diffuse, specular, is controlled by using an RGBA map (texture map, bitmap) for that channel by the Maps tab.
Features
The Standard Material function offers the following features:
|
Elements |
Functional Description |
|---|---|
|
Name |
The name of the currently selected material |
|
Shading |
The Shaders drop down menu displays all the sample shader files that are delivered with the application and any additional shaders that may have been saved. |
|
Ambient |
Selects the ambient light color |
|
Diffuse |
Selects the diffuse light color |
|
Specular |
Selects the specular light (reflection) color |
|
Emissive |
Selects the glow light color. This can be useful for displaying pre-lit models (where the light energy of the room is computed explicitly), or for displaying scientific data. |
|
Opacity |
Determines the opacity of the material |
|
Glossiness |
Determines the model’s highlighting. As you increase the glossiness, the highlight gets smaller and the material appears shinier. |
|
Specular Level |
Determines the intensity of the specular light. You can set the specular level to a very high value to achieve very strong, tight highlights. This value is also known as shininess strength. |
|
Raytrace Reflection |
Determines the material’s ability to reflect |
|
Index of Refraction |
Determines how much light is bent when travelling through a substance such as glass. The lower the number, the less the light is bent. |
|
Double-Sided |
Applies the double-sided attribute to the selected material. Note that this option disables back-facing culling. |
|
Render Outlines |
Used to render the thickness of outlines relative to the selected number |