<!DOCTYPE html
  PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">

<!--
Copyright (c) 2006 UGS Corp.

All Rights Reserved.

This software and related documentation are proprietary to UGS Corp.
-->
<html>
   <head>
      <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
      <title>Material Editor Dialog - General Page</title>
      <script language="javaScript">
        abridged="false";
        displayConditions=new Array();
      </script>
      <link type="text/css" href="../css/main_styles.css" rel="stylesheet">
   </head>
   <body class="bodydocs" onload="top.pageLoader()" bgcolor="#FFFFFF">
      <div class="title_topic5" id="xps10_pagetitle">Material Editor Dialog - General Page</div>
      <hr noshade="true">
      <table cellspacing="4" align="center">
         <tr valign="top">
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1">
               <p class="para_td"> <a class="links" href="javascript:void(0)" onclick="top.openFile('visualizing_a_part/vie_vis_mat_ov.html');return(false);">Overview</a></p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1">
               <p class="para_td"> <a class="links" href="javascript:void(0)" onclick="top.openFile('visualizing_a_part/vie_vis_mat_p.html');return(false);">How To</a></p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1">
               <p class="para_td"> <a class="links" href="javascript:void(0)" onclick="top.openFile('visualizing_a_part/vie_vis_mat_d.html');return(false);">Dialog Options</a></p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1">
               <p class="para_td"> <a class="links" href="javascript:void(0)" onclick="top.openFile('visualizing_a_part/vie_vis_mat_rt.html');return(false);">Related Topics</a></p>
            </td>
         </tr>
      </table><br><table cellspacing="3" width="785" align="center">
         <colgroup span="1">
            <col span="1" width="30*">
            <col span="1" width="167*">
         </colgroup>
         <tr>
            <th bgcolor="#c0c0c0" colspan="1" rowspan="1" valign="top">
               <p class="para_th">Option</p>
            </th>
            <th bgcolor="#c0c0c0" colspan="1" rowspan="1" valign="top">
               <p class="para_th">Description</p>
            </th>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Type</p>
            </td>
            <th align="left" bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_th">Specifies how light interacts with the surface of a material. These material reflectance options range from dull material finishes to polished and shiny materials. The reflectance combines with the material's color to produce the general appearance of the object. </p>
               <table border="2" cellspacing="3" frame="box" rules="all" width="100%" align="center">
                  <colgroup span="1">
                     <col span="1" width="46*">
                     <col span="1" width="153*">
                  </colgroup>
                  <tr>
                     <th bgcolor="#c0c0c0" colspan="1" rowspan="1" valign="top">
                        <p class="para_th">Option</p>
                     </th>
                     <th bgcolor="#c0c0c0" colspan="1" rowspan="1" valign="top">
                        <p class="para_th">Description</p>
                     </th>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Constant</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Provides constant color. Ignores the effect of all light sources. Produces the same result as an environment that includes only a single, white ambient light with an intensity of 1.0.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Matte</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Provides a dull matte appearance. Suitable for non-glossy materials such as brick or fabric.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Metal</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Provides a specular metallic appearance. You can control the ambient and specular light reflecting from the surface, and the roughness of the surface. Suitable for most metallic materials like steel and brass.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Phong</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">A popular computer graphics solution for shiny surfaces. You can control the reflectance of ambient, diffuse, and specular light; the color of the specular highlights; and the sharpness of the highlights. Good model for polished ceramics.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Plastic</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Similar to the Phong model in that can be used for plastic or varnished surfaces.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Conductor</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Similar to metal, but is a more accurate representation of metals. Uses ray tracing to generate secondary reflections and Fresnel filtering is incorporated for accurate modeling of the light interaction with a metal surface. You can control the ambient, diffuse, and specular lighting factors; the roughness of the material; and also the specific refraction and absorption characteristics of the material. You can obtain appropriate values for the refraction and absorption characteristics from published data in handbooks of optical constants. Used for accurate simulation of metallic surfaces.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Dielectric</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Similar to glass, but as with Conductor, is a more accurate representation. Uses ray tracing to produce the reflected and refracted light. Uses Fresnel filtering to calculate the interaction of light with the material.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Environment</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">When you use an environment map as a background, you can use this reflectance function to incorporate the environment in a material appearance. Along with controls for the ambient, diffuse, and specular light, you can also control the environment contribution to the material appearance. Most suitable for reflective materials such as shiny metals.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Glass</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Supports an approximation of glass-like materials that have both reflective and transmissive properties. Uses ray tracing for secondary reflections and the refraction of transmitted light. Good for approximating most glass surface finishes.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Mirror</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Supports secondary mirrored views through ray tracing. You can control the amount of ambient, diffuse, and specular light, as well as the roughness and the amount of light reflected from the surface. Appropriate for representing polished mirror-like surfaces.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Wrapped anisotropic</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Approximation of surface with parallel scratches or ridges, such as brushed metal. Simulates the directional reflectance properties of surfaces covered in parallel scratches or grooves. Useful for simulating polished metal or grooved surfaces. Surface scratches are approximated by thin cylinders.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Wrapped circular anisotropic</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Approximation of surface with many small areas of concentric rings of scratches or ridges repeated over the surface. Simulates the directional reflectance properties of surfaces covered in a repeating pattern of concentric scratches or grooves. Surface scratches are approximated by thin cylinders.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Translucent Plastic </p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Glossy plastic-like reflectance with translucency. Similar to the Phong model with translucency. The system provides reflectance in the same way as the &quot;plastic&quot; shader but adds an additional diffuse term which represents the diffuse contribution from lights on the reverse side of the surface. Suitable for shiny or highly polished translucent materials such as translucent plastic.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Multilayer paint</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">Simulates the effects of multi-layer paint used in the automobile industry. The reflectance effect is achieved by a combination of several different reflectance models.</p>
                     </td>
                  </tr>
                  <tr>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">None</p>
                     </td>
                     <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
                        <p class="para_td">The system applies no shader type.</p>
                     </td>
                  </tr>
               </table><br></th>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Material Color</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Opens a color edit dialog, allowing you to control the color of the material.</p>
            </td>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Specular Color</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Opens a color edit dialog, allowing you to determine the color of the specular highlight for the selected material. The default RGB value is 255, 255, 255.</p>
            </td>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Ambient</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Specifies the effect of global (ambient, indirect) lighting on the selected material.</p>
            </td>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Diffuse</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Specifies the brightness of the object from direct lighting.</p>
            </td>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Specular</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Specifies the brightness of highlights in the selected material.</p>
            </td>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Roughness</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Specifies the sharpness of the specular highlights in the selected material.</p>
            </td>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Mirror</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Specifies the amount of light that is being reflected by the material.</p>
            </td>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Translucency</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Specifies the amount of light that can pass through the object. For Glass and Dielectric material types, changes names to &quot;Transmission&quot;.</p>
            </td>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Refraction</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Specifies the index of refraction for glass objects.</p>
            </td>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Add Translucent Lighting</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Allows for special lighting effects for lights on the backside of the object. This is a only a High Quality Image parameter and enabled for Plastic material types.</p>
            </td>
         </tr>
         <tr>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Background Material</p>
            </td>
            <td bgcolor="#f4f4f4" colspan="1" rowspan="1" valign="top">
               <p class="para_td">Improves the performance in rendering polygons in High Quality Image. Enabled for all material types.</p>
            </td>
         </tr>
      </table><br></body>
</html>