For an appearance asset, specify its color and other visual qualities to represent a material.
Use the appearance asset to define how a material renders in an image or a view. For instructions, see Edit an Asset.
Color or Image
For an opaque material, this property specifies its base color, defining the amount of diffuse light reflected back to the scene (diffuse reflectance).
For a transparent material, this property specifies the color of the light transmitted through the material at the distance defined by the Absorption Distance property. A dark color will create a material that is more opaque than a bright color.
For metal, this property specifies the color of the metal surface and its highlights. It also corresponds to the amount of light reflected at the perpendicular direction.
From the drop-down menu, do one of the following:
- Select Color, and use the Color dialog to select a color.
- Select Image, and select an image that describes the desired color. To change settings for the image, click the image, or click Edit Image from the drop-down menu. In the Texture Editor, you can change the sample size, position, rotation, and more.
Absorption Distance
The distance at which the transmission color is reached.
For example, a 4 mm sheet of glass transmitting 50% of the incident light would need an Absorption Distance set to 4 mm and a color set to 50% gray.
Index of Refraction
How light bends when it enters a material.
Sample values:
- Air: 1.0
- Water: 1.3
- Glass: 1.5
- Quartz: 1.7
- Diamond: 2.4
Reflectance
How much light is reflected from the surface in a mirror-like fashion (specular reflectance) when looking at the surface perpendicularly.
The material will always show a high specular reflectance when viewed from grazing angles (Fresnel's effect).
Roughness
The surface finish of the material, specifying the size of microscopic imperfections.
When Roughness is defined as zero, the entire surface is a perfect mirror. Larger values tend towards more diffuse (rough) appearance and larger highlights.
Use Roughness together with Anisotropy to achieve a brushed finish.