Many Truelight materials used in VRED share properties.
The effect of the object itself giving off light. Incandescence is useful in various cases where an object needs to be lit without the use of a full light object in the scene. Settings are available for the object to affect the lighting of only itself or the surrounding scene.
The strength of the effect (Range: 0-1000).
The color of the light rays.
Enables the use of a texture to control the intensity of the effect according to the texture values.
Depending on the type of material, the setting options can vary. For common materials light Plastic and Phong, there are now three mapping types selectable for the using textures:
Repeat: Repeats the texture in all directions.
Mirror: Repeats and mirrors the texture on the x-and y-axis with every repetition.
Decal: The texture is not repeated.
Clamp: Repeats only the last pixel of the texture.
Sets the number of repetitions for the UVs.
Sets the offset for the UVs.
Rotates the UVs.
If selected, the size, corresponding to the original aspect ratio of the texture, will be automatically adjusted.
Sets the texture filter quality for the image texture. Value 1 is lowest quality. Value 16 is highest quality.
Uses the material as a light source for other materials in the scene while raytracing.
Allows the incandescence light shadow materials. Set the Reflection Mode of the shadow material to Diffuse, Glossy, or Diffuse + Glossy.
Allows other objects to cast shadows on the shadow material due to the material's incandescence illumination.
Sets the intensity of shadows cast by the geometry light.
Controls the illumination and sets the light sampling quality during interactive/still frame rendering.
Define the shader’s opacity.
Renders the shader transparent.
Inverts the texture.
The Texture, Repeat, Offset, Rotate, and Anisotropy settings are described in the General Truelight Material Settings - Incandescence section.
Translucency and subsurface scattering are two different methods for calculating light passing through the back of an object into the observer's eye. While translucency requires far less calculation power, subsurface scattering offers more possibilities and greater flexibility.
There are two modes when operating with translucency, depending on what objects to project:
Thin Walled Translucency: Suitable for one-sided objects. It requires more calculation time than the solid translucency mode, but when in doubt, use this mode.
Solid Translucency: Used for solid objects only. Otherwise unpredictable problems can occur when this mode is used on one-sided objects.
Determines the color of the scattering/translucent light.
Defines the amount of diffusion that is applied to translucent light.
Incoming light on the averted side of an object is refracted in all directions. With this mode, it is possible to simulate the behavior of wax or other translucent materials. There are two modes available:
Single Scattering: Allows light to bounce once inside a material before it is reflected to the outside. This mode is less accurate but requires less calculation time than multiple scattering.
Multiple Scattering: Allows light to bounce several times inside a material before it is reflected to the outside. This mode is more accurate but requires more calculation time than single scattering.
The distance that the light travels inside the medium is depending on the attenuation value. The higher the value, the more light is absorbed inside the medium.
AThis value describes the directional characteristic of incoming light, and its weighted behavior. The value -1 defines that light is distributed to the averted side along the incoming light path. The value 1 defines that light is distributed along the incoming light path. The value 0 describes a homogeneous distribution of light inside the medium.
Offers a large selection of refraction indices based on materials existing in reality. The selected medium affects the index of Refraction automatically.
The refraction index defines the optical density, and therefore the way light is refracted when passing differently dense materials.
The Texture, Repeat, Offset, Rotate, and Anisotropy settings are described in the General Truelight Material Settings - Incandescence section.
Displacement maps are detailed maps, which are interpreted as height information. Using displacement maps you can create highly detailed structures from rather simple geometry by just using a plain image. Each point on the geometry is displaced along the interpolated vertex normals using the height information of the map, resulting in a realistic silhouette, producing correct shadows, and reflections. Accuracy is limited by the resolution of the texture image and memory requirements are low. To avoid cracks in the displaced surfaces the vertex normals should be smooth and consistent. Using a higher tessellated bases mesh can improve performance a lot.
Defines the height of the displacement.
This feature allows you to calculate the displacement in OpenGL like in raytracing mode. Selecting it may drastically reduce the performance.
Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces.
Repeat: Repeats the texture in all directions. Repeat
Mirror: Repeats and mirrors the texture on the x-and y-axis with every repetition.
Decal: The texture is not repeated.
Clamp: Repeats only the last pixel of the texture.
Repeat UV: Sets the number of repetitions for the UVs.
Offset UV: Sets the offset for the UVs.
Rotate: Rotates the UVs.
Projection Center: Coordinates (x, y, z) of the projection plane’s center can be set here.
Projection Orientation: Offers the possibility to incline the projection plane.
Projection Size: Sets the size of the projection.
These settings take effect in Raytracing rendering mode only.
Sets the ID of the material in a range of [0, 31].
Defines the radius of the tube when the shader is applied to a line geometry.
If selected, diffuse and glossy reflections are calculated from the environment that is assigned to this material in all illumination modes. Specular reflections are determined by the environment that is present in the scene.
If selected, the setting overrides the global set illumination modes for interactive or still frame rendering.
Interactive/Still Frame: Sets the render quality mode and render quality level during Render View interaction/still frame rendering.
CPU Rasterization: This mode does not compute direct reflection, nor does it compute refraction or any other sophisticated visual effect.
Precomputed Illumination: This mode is comparable to VRED OpenGL rendering mode. It uses precomputed Ambient Occlusion and indirect illumination for rendering and calculates specular reflections, refractions, and correct shadows from light sources.
Precomputed + Shadows: This mode uses precomputed image-based lighting and indirect illumination but doesn’t use precomputed Ambient Occlusion values. Instead it calculates shadows based on the active environment.
Precomputed + IBL: This mode uses precomputed indirect illumination and samples the environment.
Full Global Illumination: the Full Global Illumination Mode doesn’t use any precomputed values but accurately samples everything in a physically based approach. Other features like Photon Mapping require the render mode to be set to Full Global Illumination.
If selected, the setting overrides the global IBL Sampling quality for sampling the environment map.
Interactive/Still Frame: Sets the IBL sampling quality during interactive/still-frame rendering
If enabled, the setting overrides the global sampling quality for reflections/refractions.
Interactive/Still Frame: Sets the reflection/refraction sampling quality during interactive/still-frame rendering.
If selected, the setting overrides the global set illumination modes for interactive or still-frame rendering.
Interactive/Still Frame: Sets the Trace Depth during interactive/still frame rendering.
The common settings define material settings that are present in all BRDF materials.
Sets the shader’s precalculated ambient occlusion color.
Sets the shader’s precalculated ambient occlusion intensity
Compresses all used textures to save disk space and helps to reduce memory requirements in large scenes.
Enables materials to be sorted into groups based on the key that controls the order of the drawing transparent surfaces.
Right-click opens a context menu to select the HDR-Image to be used as light source.
Defines the light model to be used for the shader. There are five different lighting models.
IBL + Indirect + Direct Lights: The shader is affected by the HDR-Image, by the precalculated or interactive Global Illumination rendering and by the direct light sources placed in the scene.
IBL + Indirect: The shader is affected by the HDR-Image and by the precalculated or interactive Global Illumination rendering.
IBL + Direct Lights: The shader is affected by the HDR-Image and the direct light sources placed in the scene.
IBL: Only the HDR-Image affects the shader.
Direct Lights: Only direct light sources placed in the scene affect the shader.