The tools in the Render > Setup panel provide access to materials, appearances, texture map controls, lighting environment settings, and application of decals in Fusion.
You can use the following commands to create the scene that meets your rendered image needs:
Appearances more accurately represent the material you use on a part. Apply color to components, bodies, and faces. Appearances override the color assigned by the physical material and do not affect engineering properties.
Appearances are listed by type, and each type has unique properties. Appearance definitions include properties such as color, patterns, texture images, and bump maps. The properties combine to provide a unique appearance. Appearances that are assigned to a material are one of the assets of a material definition. You can use appearance assets to override the appearance assigned to a material. For instance, if a material in steel looks like metal, override the appearance with a finish appearance, such as chrome plating, anodizing, or paint.
There are five appearance types available. Each one has its own set of properties.
Opaque: All opaque and translucent materials, like plastic, marble, wood, and some liquids like milk.
Transparent: All transparent materials, like glass, some plastic, most liquids.
Metal: All metallic materials with high specularity and glossiness level.
Layered: Special coated materials like carbon fiber and metallic paints.
Wood (Solid): Specialized 3D material representing common woods in a solid form that can accurately reproduce cut wood in any shape. The solid wood appearances are modeled based on wood fiber biological growth in those wood species in the real world.
Set the lighting and environment for the scene. This setting only applies to the Render workspace.
Place an image on the selected face. The image is applied at the component level and is managed at that level.
Set the orientation of the texture applied to the body or component.