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Clicking the fourth icon displays the Materials window, where you
can create, modify, and apply materials in your drawing. This
window can also be accessed with the MATERIALS command.
If you require more control, you can expand the Materials dashboard
by clicking the paintbrush icon.
Copy Mapping Coordinates
Clicking the first icon in the second row applies the mapping from
the original object or face to the selected objects.
Reset Mapping Coordinates
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You can create a new material in the Material window. The Material
window can be activated by selecting Tools from the pulldown
menu, Palettes, and Materials. The Material window is displayed.
Select the Create New Material button below the Available Materials
in Drawing panel and a new material will be created. In the Material
Editor section of the Materials window you can select a type of
material and a template to create your new material. After you set
these properties you can modify your new materials even more by
using maps, such as texture map or procedural maps, Advanced
Lighting Override, Material Scaling & Tiling, and Material Offset &
Preview settings.
In the Material Editor panel, you can set the following properties:
Realistic and Realistic Metal types. Materials based on physical
qualities. You can select a material template from a list of predefined
materials such as, Ceramic Tile, Glazed, Fabric, or Glass, and so on.
Advanced and Advanced Metal types. Materials with more options,
including properties that you can use to create special effects; for
example, simulated reflections. Advanced and Advanced Metal types
do not offer material templates.
One material is always available in a new drawing, GLOBAL; by
default, it uses the Realistic template. This material is applied to all
objects by default until the material is changed on an object. You can
use this material as a base for creating a new material.
Depending on the type of material you use, one or more of the
following properties may be available for you to refine your
material.
Color
The color of a material on an object is different in different areas of
the object. For example, when you look at a red sphere, it does not
appear to be uniformly red. The sides away from the light appear to
be a darker red than the sides facing the light. The reflection
highlight appears the lightest red. In fact, if the red sphere is very
shiny, its highlight may appear to be white.
You can set three types of colors for a material that uses the
Advanced or two colors for the Advanced Metal material type.
Shininess
The reflective quality of the material defines the degree of shininess
or roughness. To simulate a shiny surface, the material has a small
highlight, and its specular color is lighter, perhaps even white. A
rougher material has a larger highlight that is closer to the main
color of the material.
Other Properties
Images
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MaterialIndex of Refraction
Vacuum 1.0 (exactly)
Air
1.0003
Water 1.3333
Glass
1.5 to 1.7
Diamond2.419
Translucency. A translucent object transmits light, but also scatters
some light within the object; for example, frosted glass. The
translucency value is a percentage: at 0.0, the material is not
translucent; at 100.0, the material is as translucent as possible. (Not
available for metal material types.)
Self-illumination. The object appears to be emitting its own light.
For example, to simulate neon without using a light source, you
could set a self-illumination value greater than zero. No light is cast
on other objects.
Luminance. Luminance causes a material to simulate being lit by a
photometric light source. How much light is emitted is a selected
value in photometric units. No light is cast on other objects.
Two Sided Material. Two Sided Material sets the property of the
material as two sided. Set this property if you want both sides of the
fabric to be rendered in the scene.
See Also
Use Map Channels for Added Realism
Understand Map Types
Create Realistic Images and Graphics > Materials
Textures >
Apply Materials to Objects and Faces
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Images
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The Nested Map Navigation display will give a you quick reference
to the nested maps assigned to a material. You can select the drop
down arrow next to the name of the material and the nested maps
assigned will be displayed.
After you apply a map type, you can adjust it to fit on a face or
object by using material mapping.
NoteWhen Texture Compression is turned on, the amount of video
memory required to open a drawing that contains materials with
images is decreased. By using texture compression, the amount of
video memory necessary to display the drawing is reduced, but the
time that it takes to load the images the first time that they are
accessed is increased. Also, there is a reduction in the quality of the
images when they are displayed in the viewport or plotted. When
you create a rendering, there is no loss in image quality.
Topics in this section
Texture Map
Texture maps can be defined by an image from various file types.
Procedural Maps
Procedural maps add further realism to a material.
Create Realistic Images and Graphics > Materials and
Textures > Using Maps for Added Realism > Understand Map
Types >
Texture Map
Texture maps can be defined by an image from various file types.
Texture maps can be defined by an image. Images are useful for
creating many kinds of materials, such as wood grains and wall
surfaces.
You can used the following file types to create Texture Maps:
BMP (.bmp,.rle,.dib)
GIF (.gif)
JFIF (.jpg,.jpeg)
PCX (.pcx)
PNG (.png)
TGA (.tga)
TIFF (.tif)
Click the Click for Texture Map settings button. The Texture Map
Property Settings specific to Texture map are displayed.
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After making changes to the property settings, at the top of the
properties settings window next to the Nested Map Navigation name
display, click the Up One Level to Parent Map button to return to the
top level map. You will return to the Materials top level window.
Click the Click for Tiles settings button. The map property settings
specific to Tiles are displayed. The description of the controls can be
found in the Tiles Property Settings under the MATERIALS
command.
An example of the Tiles map:
Create Realistic Images and Graphics > Materials and
Textures > Using Maps for Added Realism > Understand Map
Types > Procedural Maps >
Waves
Simulates water or wave effects.
The Waves map generates a number of spherical wave centers and
randomly distributes them over a sphere. It is often used as the
Bump map to simulate the surface of a body of water. You can
control the number of wave sets, the amplitude, and the speed of the
waves. This map works effectively as both a diffuse and bump map
at the same time. It can also be useful in combination with an
opacity map.
Click the Click for Waves settings button. The map property settings
specific to Waves are displayed. The description of the controls can
be found in the Waves Property Settings under the MATERIALS
command.
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After you attach a material with texture, you can adjust the
orientation of the texture map on objects or faces.
When materials are mapped, you can adjust the material to fit the
shape of the object. Applying the appropriate type of material
mapping to an object improves the fit.
Planar mapping. Maps the image onto the object as if you were
projecting it from a slide projector onto a 2D surface. The image is
not distorted, but the image is scaled to fit the object. This mapping
is most commonly used for faces.
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