Page 1038 - Chief Architect Reference Manual
P. 1038
Chief Architect X10 Reference Manual
Reflection in Mirrors is checked in the ror, or Transparent materials, or when
Preferences dialog, flat surfaces with a Metallic is checked.
Mirror material will display reflections in • Specular controls how bright the material
camera views without ray tracing. See appears when illuminated by a point or
“Reflections” on page 1088. spot light. It simulates the reflection of
• Translucent - Similar to General Materi- light off a surface. Not available for
als, Translucent materials are not emis- Reflective, Predefined Metal, Mirror, or
sive or reflective. Contrary to the name, Transparent materials.
Translucent materials are not transparent, • Roughness controls how shiny a material
either. They do have a Translucency set- is when illuminated by a point or spot
ting, but it only applies to light coming light. A material with a low Roughness
directly from a light fixture and only takes value has a bright, round spot of light
effect in ray trace views. Ambient light or when rendered with a point or spot light
reflected light cannot pass through trans- shining on it. Not available for Polished,
lucent materials so objects cannot be seen Mirror, or Transparent materials, or when
through translucent materials at all - even a Roughness Map is specified, below.
in ray trace views.
• Transparency controls how opaque or
• Transparent is another material class transparent a material is. Most materials
limited for a specific purpose. Transpar- are opaque while some materials, such as
ent materials are not diffusive, specular, glass, are partially transparent. In some
rough, or emissive, but do allow you to situations, materials with transparency
specify how light bends when passing can slow down rendering speed. See
through the material. Speeding up 3D View Generation on page
• Matte is another material class limited for 880. Only available for General,
a specific purpose. Matte materials are not Translucent, and Transparent materials,
specular, emissive, transparent, or reflec- this option is not available when Metallic
tive. is checked.
Adjust the settings associated with the
selected Material Class using the slide bar or For maximum Transparency, specify the
Material Color as white on the General
by entering a value in the text box to specify panel of the dialog. A black material will be
the appearance of the material in 3D views in opaque regardless of its transparency setting.
which textures are used.
For a completely transparent material, select
• Check Metallic to give the material the the General Material class and set the Trans-
appearance of metal in Physically Based parency to 100%.
renderings and in ray trace views. Only
available for General materials. • Emissive controls how bright a material
• Diffuse controls the degree to which the appears independent of the lighting in the
material’s main color contributes to its scene. It can be used to simulate surfaces
appearance. Not available for Metal, Mir- that are glowing with their own light, such
as the glass on a light fixture. Choose a
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