Material Types
Materials are one of the primary factors for making a
scene in LumenRT look good. Using the right texture maps along with the proper
material settings can dramatically improve the appearance and increase realism.
There are several facilities available to add material
properties to models including inferred materials, derived materials, explicit
meta coding, LumneRT material libraries, and LumenRT proxy materials.
The Material Editor appears when you select an imported
object in the scene. On this dialog, you can view the current materials being
used on that object and change the materials if you wish. Note that the objects
and plants included with LumenRT cannot be changed. You can only edit the
materials of objects imported into LumenRT.
There are 4 types of materials:
- Standard -
These are the most common types of materials and include all metallic, wood,
and plastic, and fiber properties. Materials in this category use Physically
Based Rendering (PBR) formulation and controls.
- Glass - This
category covers all type of transparent and highly reflective materials such as
glass windows and mirrors.
- Water - Liquid
based materials.
- Grass
- This category provides the ability to grow 3D grass and
flowers on a material.
Standard
Materials
Always on top - Check if this material is to be always
top layer. An image of the material displays. Depending on the type of material
displayed, the next fields will vary. Many of the materials will use these
fields.
Normal/Bump
Controls
|
This channel allows either a normal map or bump map to be
loaded. The image displays with the same control icons listed in the Color
Controls section displaying to the right. You can adjust the bump gain if
needed.
|
Roughness
Controls
|
This channel controls the surface roughness appearance.
Lower roughness values will generate more shine while higher values will make
surfaces appear duller. Optionally, you can load in a grayscale map to fine
tune surface roughness values.
|
Metallic
Controls
|
This channel controls the degree to which a material
behaves in a metallic fashion which affects properties such as reflections,
refractions, and specular effects. Higher values yield a more metallic-like
appearance while lower values generate a duller, plastic-like appearance.
Optionally, you can load in a grayscale map to fine tune surface metallic
values.
|
Ambient Occlusion
|
This channel controls the amount of ambient shadowing that
occurs in the material. Higher values deliver darker shadows while lower values
yield lighter shadows. Optionally, you can load in a grayscale map to fine tune
ambient occlusion values.
|
Displacement
|
This channel controls the amount of geometric surface
distortion. This is like the roughness channel except that the bump appearance
is more pronounced. You must load in a grayscale map for the displacement
channel to take effect.
|
Backlighting
|
This channel controls the amount of light passing through
the material. This effect works well for sheer materials like fabric, plastic,
and leaves. Optionally, you can load in a grayscale map to fine tune
backlighting values.
|
Luminosity
|
This channel controls the amount light emitting from the
material. This works well for objects such as signs and lit windows. If the
Adaptive box is checked, the luminosity effect will also appear during the day
– not just at night.
|
Glass
Materials
Material Property controls - All
the material property controls for glass materials are identical to standard
materials except for the following additions:
Transparency
|
- Transparency -
This channel allows sets the amount of
transparency ranging from 0% (Opaque) to 100% (Transparent).
- IOR -
Index of refraction specify scatter light when
it pass through a transparent material.
- Blurriness -
Blurriness sets the blurriness of transparency.
Optionally, you can load in a grayscale map to fine tune blurriness values.
|
Reflection
|
This channel allows sets the amount of reflection ranging
from 0% (non-reflective) to 100% (mirror). Blurriness sets the blurriness of
reflections. Optionally, you can load in a grayscale map to fine tune
blurriness values.
|
Water
Materials
|
Water materials can be applied to any model geometry
material. The parameters are as follows:
- Brightness -
Sets the brightness of the water.
- Water
Tint -
Sets The primary color of the water.
- Direction -
Controls the direction of the water flow.
- Agitation -
Sets the water roughness.
- Speed
-
Sets the wave cycle speed.
|
Grass
Materials
|
3D Grass materials can be applied to any model geometry
material. The parameters are as follows :
- Height -
Sets the grass height. A grayscale map can be
used to fine tune this setting.
- Density -
Sets the clump grass density. A grayscale map
can be used to fine tune this setting.
- Decline - Sets
the amount of bend for individual fur strands.
- Color
-
Sets the overall grass color using a color
map.
|
Grass
Primitives
|
Grass primitives define each type of grass class.
Typically, grass materials should contain two or more primitives. Grass
primitive types can be either blades or flowers each containing their own color
map. The color maps should be transparent .png files. The parameters are as
follows:
- Percentage-
Indicates the relatable frequency of the
primitive.
- Type
-
Either blade or flowers.
- Curl
Width-
The size of the primitive curly.
- Curl
power - The strength of the primitive curly.
- Width
-
The width of the primitives.
- Height - The
Length of the Primitive
- Apply
overall color - If tick on, the overall color map to mix with the
primitive color.
|
Materials - this section of the dialog shows the materials
on the selected object. You can check to lock the material from future changes
and indicate whether you want this particular to receive high quality lighting.
- Pick
material - allows you to pick a new material to replace the one
displayed.
- Apply to
part - allows you to select a part to apply the material.
- Highlight
Material - highlights the selected material.
A picture of the material is shown with icons to the
left for saving the material or opening a dialog to find a different material.
-
Scale - Adjust the scale of the material here.
- Type
-Select the type of material here. Other than Standard, the
Varnished, Metallic, Glass and Water types are Lumen types, enhanced for Lumen
processing.