General Truelight Material Settings

Many Truelight materials used in VRED share properties.

Incandescence

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.

Intensity

The strength of the effect (Range: 0-1000).

Color

The color of the light rays.

Use Texture

Enables the use of a texture to control the intensity of the effect according to the texture values.

Link texture Settings
If this option is selected for multiple texture slots of a material, their texture mapping settings are linked together. When changing, for example, the Repeat UV of a linked texture, it is changed for all linked textures at once. When selecting this option for a texture while other textures of that material already have the link option selected, the texture settings are set to the settings of the already linked textures.

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:

For UV Mapping Type

Mapping Type
Sets the mapping type of the texture. There are three modes which can be selected.
Repeat Mode UV
Sets the repeat mode of the texture. There are four modes:
  • 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.

Repeat UV

Sets the number of repetitions for the UVs.

Offset UV

Sets the offset for the UVs.

Rotate

Rotates the UVs.

For Planar Mapping Type

Projection Center
Coordinates (x, y, z) of the projection center can be set here.
Projection Orientation
Offers the possibility to incline the projection plane.
Projection Size
Sets the size of the projection.
Keep Aspect Ratio

If selected, the size, corresponding to the original aspect ratio of the texture, will be automatically adjusted.

Rotate
Sets the projection plane’s rotation on the X/Y/Z-axis.
Manipulate
Applies the texture to the selected surface.
Fit Size
Adjusts the size of the projection plane to the selected object.
Object Center
Adjusts the projection center to the center of the selected object.

For Triplanar Mapping Type

Texture Size X, Y
Defines the textures size on the X-/Y-axis.
X Repeat UV, Y/UV, Z/UV
Set the repetition value of the U and V-axis for each projection direction.
X Offset UV, Y/UV, Z/UV
Set the offset value of the U and V-axis for each projection direction.
X/Y/Z Rotate
Sets the projection orientation.
Manipulate
Applies the texture to the selected surface.
Anisotropy

Sets the texture filter quality for the image texture. Value 1 is lowest quality. Value 16 is highest quality.

Evaluate Ray Lights (Raytracing Only)
Enables evaluation of ray lights on the surface. This is used to be able to look into a ray file light and to make it visible in reflections and refractions. The origins of the rays should be on the surface to be evaluated.
Use as Light Source (Raytracing Only)

Uses the material as a light source for other materials in the scene while raytracing.

Illuminate Shadow Material

Allows the incandescence light shadow materials. Set the Reflection Mode of the shadow material to Diffuse, Glossy, or Diffuse + Glossy.

Cast Shadow on Shadow Material

Allows other objects to cast shadows on the shadow material due to the material's incandescence illumination.

Shadow Intensity

Sets the intensity of shadows cast by the geometry light.

Importance Multiplier
If Use As Light Source is selected, objects with this material function as geometric light sources. A value higher than 1 increases the probability that the light source emits photons at the photon mapping. This is useful for dark light sources in an interior if incident light comes from outside Environments.
Interactive/Still Frame Quality

Controls the illumination and sets the light sampling quality during interactive/still frame rendering.

Transparency Settings

Define the shader’s opacity.

See Through

Renders the shader transparent.

Invert Texture

Inverts the texture.

The Texture, Repeat, Offset, Rotate, and Anisotropy settings are described in the General Truelight Material Settings - Incandescence section.

Subsurface Scattering

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.

Scattering Mode Translucency

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.

Color

Determines the color of the scattering/translucent light.

Roughness

Defines the amount of diffusion that is applied to translucent light.

Scattering Mode Subsurface Scattering

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.

Attenuation

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.

Asymmetry

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.

Select Medium

Offers a large selection of refraction indices based on materials existing in reality. The selected medium affects the index of Refraction automatically.

Index of Refraction

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

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.

Displacement Height

Defines the height of the displacement.

Use Accurate Silhouettes in OpenGL

This feature allows you to calculate the displacement in OpenGL like in raytracing mode. Selecting it may drastically reduce the performance.

Use Texture

Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces.

Link texture Settings
If this option is selected for multiple texture slots of a material, their texture mapping settings are linked together. When changing, for example, the Repeat UV of the linked texture, it is changed for all linked textures at once. When selecting this option for a texture while other textures of that material already have the link option selected, the texture settings are set to the settings of the already linked textures.
Mapping Type
Select the type of mapping, either Planar, or UV.
Repeat Mode UV
Sets the repeat mode of the texture. There are four modes:
  • 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.

For Mapping Type UV
You can set the following parameters:
  • Repeat UV: Sets the number of repetitions for the UVs.

  • Offset UV: Sets the offset for the UVs.

  • Rotate: Rotates the UVs.

For Mapping Type Planar
You can set the following parameters:
  • 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.

  • Keep Aspect Ratio (Checkbox): If checked, the size corresponding to the original aspect ratio of the texture, is automatically adjusted.
  • Rotate: Sets the projection plane’s rotation on the X/Y/Z-axis.
  • Manipulate: Applies the texture to the selected surface.
  • Fit Size: Adjusts the size of the projection plane to the selected object.
  • Object Center: Adjusts the projection center to the center of the selected object.

Raytracing

These settings take effect in Raytracing rendering mode only.

Material ID

Sets the ID of the material in a range of [0, 31].

Line Tube Radius

Defines the radius of the tube when the shader is applied to a line geometry.

Use Local Environment

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.

Ignore Photon Map
Selecting this option does not include the light values of a photon map when calculating the illumination of a pixel.
Override Illumination Mode

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.

Override IBL Sampling Quality

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

Override Reflection/Refraction Sampling Quality

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.

Override Trace Depth

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.

Common

The common settings define material settings that are present in all BRDF materials.

Occlusion Color

Sets the shader’s precalculated ambient occlusion color.

Occlusion Intensity

Sets the shader’s precalculated ambient occlusion intensity

Compress Textures (OpenGL)

Compresses all used textures to save disk space and helps to reduce memory requirements in large scenes.

Sort Key (OpenGL)

Enables materials to be sorted into groups based on the key that controls the order of the drawing transparent surfaces.

Environment

Right-click opens a context menu to select the HDR-Image to be used as light source.

Lighting Mode

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.