Use the options on this page to adjust effects and materials used in Autodesk Graphics mode.
Autodesk Effects
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Screen Space Ambient Occlusion
- Select this check box when Autodesk graphics system is active to enable a rendered real world ambient lighting effect. For example, use this option to create darker lighting in hard to reach parts of the model, such as corners of rooms.
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Shader Style
- Defines Autodesk shading style on faces. Select from the following options:
- Basic - realistic display of faces, close to how they would appear in the real world. This is the default option.
- Gouraud - provides continuous shading of surfaces represented by polygon meshes.
- Gooch - uses cool and warm colors instead of dark and light to enhance the display of faces that might be shadowed and difficult to see in a realistic display.
- Phong - provides smoother realistic rendering of lit surfaces.
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Use Unlimited Lights
- By default Autodesk renderer supports up to eight lights at the same time. Select this check box if your model has more than eight lights, and you would like to be able to use all of them.
Autodesk Materials
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Use Fall Back
- This option gives you control of forcing to use Basic Material instead of Autodesk consistent material. If your graphics card does not function well with Autodesk consistent material, this option will automatically be used.
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Use Lod Texture
- Select this check box if you want to use LOD textures.
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Reflection Enabled
- Select this check box to enable the reflection color for Autodesk consistent material.
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Highlight Enabled
- Select this check box to enable the specular color for Autodesk consistent material.
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Bump Enabled
- Select this option if you want to use a bump map, which makes a rendered object appear to have a bumpy or irregular surface. For example, when you render an object with a bump-mapped material, lighter (whiter) areas of the map appear to be raised and darker (blacker) areas appear to be low. If the image is in color, the gray-scale value of each color is used. Bump mapping increases rendering time significantly but adds to the realism.
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Image Library
- Selects Autodesk consistent material library based on the texture resolution. Choose from the following options:
- Base Resolution - basic material library, with resolution of approximately 256 x 256 pixels. This library is installed by default, and is required by Autodesk Navisworks to support a full range of visual style and color style functionality.
- Low Resolution - low resolution images, approximately 512 x 512 pixels.
- Medium Resolution - medium resolution images, approximately 1024 x 1024 pixels.
- High Resolution - high resolution images. This option is not currently supported.
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Max Texture Dimensions
- This option affects the visual details of the textures applied to geometry. Enter the desired value in pixels. For example, a value of '128' means the maximum texture size of 128 pixels x 128 pixels. The higher the value, the higher the load on your graphics card, as more MB in memory is required to render textures.
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Procedural Texture Size
- This option gives the size of textures generated from procedural maps. For example, a value of '256' means the texture size of 256 x 256 pixels generated from procedural maps. The higher the value, the higher the load on your graphics card, as more MB in memory is required to render textures.
Multi Sample Anti Aliasing
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MSAA Level
- Defines the value of anti-aliasing to render in Autodesk Graphics mode. Anti-aliasing is used to smooth the edges of the geometry. The higher the number, the smoother the geometry, but the longer the rendering will take. 2x is the default option.
Note: If your video card does not support higher MSAA, use lower MSAA that your video card can support automatically.