To edit the Breeze Block texture
- Open the Presenter window, and click the Materials tab.
- Expand the Recommended\Bricks material archive, and double-click Breeze Block in the palette to open the Material Editor.
- The three buttons at the top determine what sort of material preview you get:
- Click Standard Preview
to get a software generated photorealistic preview of the material on the standard ball against checkered background. Though not interactive, the preview will show how the material will look when rendered photorealistically.
- Click Active Preview
to get an OpenGL interactive preview of the material on the standard ball against checkered background. This is updated interactively while you change the parameters. The preview will resemble the quality of material shown in Autodesk Navisworks during navigation, but the quality will not be as high as the photorealistic render.
- Click Main Window Preview
to close the preview window in the Material Editor and instead preview the material on the item in the Scene View. This is updated interactively while you change the parameters. The preview will be represent the material shown in Autodesk Navisworks during navigation, but the quality will not be as high as the photorealistic render.
- For a simple material, there is only a single Material tab on the Material Editor, whereas for a texture material, whether procedural (generated from an algorithm) or bitmap (generated from an image), there is an extra tab called Texture.
- The Material tab contains simple parameters that affect the material’s color, scale, shininess and so on. In the case of the Breeze Block, there are parameters for the overall scale of the material, as well as a block’s width and height, the block’s color and mortar color, its roughness and reflectivity. For bitmap textures, you need to define the location of the image in the Image File Name box. On a glassy material, other factors would affect the transparency and refraction properties of the glass. Some of these factors will not be apparent in the interactive Viewport window and will have to be rendered with the Render to be seen.
- The Texture tab contains parameters that specifically affect a texture material’s texture mapping properties, such as its rotation, offset (origin) and S- and T- (sometimes called U- and V-) scales. These parameter values are applied in relation to an origin point (see Advanced Materials for more information). There are S- and T- Reflect check boxes, which will show the reflection of the image in either (or both) of these axis. Finally there is an Offset Center check box, that repositions the origin to the center of the image (again, see Advanced Materials for more information). When using the Main Window Preview, texture changes can be made instantly allowing interactive positioning of materials on an object.
- At any time, click Apply to apply the parameter edits to the material in the scene.
- Click OK to keep the changes made or Cancel to discard any changes made (since the last time you clicked Apply at least).