
Phong reflection model is a historical technique that describes the way a surface reflects light. It generates diffuse reflections from rough surfaces and glossy reflections from shiny surfaces - based on the fact that shiny surfaces have small intense glossy highlights, while dull surfaces have large highlights that fall off more gradually.
This attribute defines the base color and the main characteristic of the material. Use the slider to change the brightness. Click the color field on the right to open the color chooser. Assigning a texture to the diffuse color projects it onto the surface. The appearance is a combination of the defined color and the assigned texture.
Sets the material’s color for surfaces glossy reflections. Use the slider to change the brightness. Click the color field on the right to open the color chooser. Assigning a texture to the glossy channel defines areas in which different gloss intensities appear with the help of a texture. The glossy color depends finally on both - the defined color and the possibly assigned texture file.
The roughness parameter controls light reflections on top of the surface. The higher the value the rougher the microscopic structure on top of the surface and the more diffuse are the reflections.
Defines the roughness of the material’s diffuse component. A value of 0.0 means smooth (Lambertian surface), a value of 1.0 means rough (for example, concrete).
When the use of a previously saved texture is checked, the following parameters can be configured:
Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces.
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.
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 is repeated.
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:
Sets the texture filter quality for the image texture. One is lowest quality, 16 is highest quality.
Sets the texture image gamma correction.
If selected, the texture’s colors are interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.
When the use of a previously saved texture is checked, the following parameters can be configured:
Loads an image texture for the glossy color channel. Uses the image as a pattern on the surfaces.
For further information on the common settings, refer to the Phone reflection model - Diffuse Texture section.
Use a roughness texture for varying roughness values on the surfaces. If a previously saved roughness texture is selected, the simple roughness slider loses its function. Instead, here can be defined how the texture values are mapped to roughness values using a minimum and a maximum roughness value. The following parameters can be configured:
Load an image texture for the roughness channel. Using a grayscale image is recommended, for color images the red channel is used.
Defines the roughness value to which a texture value of 0 is mapped.
Defines the roughness value to which a texture value of one is mapped.
For further information on the common settings, refer to the Phong reflection model - Diffuse Texture section.
Bump mapping enables the creation of structure to the materials surface.
Uses a default noise map.
Loads an image texture for the bump channel. Uses the loaded image as a pattern on the surfaces.
Sets the parallax shift interpretation of the bump image texture.
Sets the bump intensity interpretation of the bump image texture.
Sets the structure size when the procedural bump structure is activated.
Sets the bump type. The bump mapping can be drawn as bump map or as pixel displacement map without self-shadowing.
For further information on the common settings, refer to the Phong reflection model - Diffuse Texture section.
For further information on the Subsurface Scattering, Displacement, Raytracing, Incandescence, Common, and Transparency settings, refer to the General Truelight Material Settings section.