Advanced Materials

Internally, a material is defined by four shaders from different classes: Color, Transparency, Reflectance and Displacement. Each class of shader controls a different aspect of a material's behavior. There are many types of shader in each class, each type being defined by its own set of parameters.

Normally, the Material Editor displays a selection of the most important parameters from all shaders within the Materials tab. If the user profile is set to Developer on the Interface node in the Options Editor (see Presenter Page ), then all four shaders can be edited and changed individually.

Some shaders are described as “wrapped”. These define a flat, two dimensional material, like wallpaper. Wrapped materials need a texture space shader to define how they should be applied to (wrapped around) a three dimensional object. Materials that include a wrapped shader can also include a texture space shader. A special type of texture space shader, called a layout shader, can be used to transform (rotate, stretch, offset) the two dimensional material before it is applied to the three dimensional object. Transforms are based around an origin point, which by default, is the top left corner of the image (refer to the diagram below, where the image is inscribed in the red square, which is then repeated. The default origin is Point 1). Selecting the Offset Center check box will reposition the origin to the center of the image (Point 2). Finally, in Developer profile, you can edit the Decal Mode, choosing from either Default or Normalized. Selecting Normalized will move the origin to the lower-left corner of the image (Point 3, with the Offset Center option cleared). With both Normalized and Offset Center selected, the origin will be repositioned in the center of the repeated image, directly below (Point 4).

In the Presenter window, materials that include a wrapped shader also have a layout texture space shader associated with them. Normal texture space shaders are associated with objects.

Note: A complete reference manual for all types of rendering styles is included with the Autodesk Navisworks API, (see \API\COM\documentation\shaders.chm). The Autodesk Navisworks API is included with Autodesk Navisworks 2014; it’s an optional feature in the installer, and is installed by default into the API subfolder in the Autodesk Navisworks installation folder.