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Select the Italian Marble material in the
specification tree.
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Select Edit
> Properties (or use one of the other methods detailed in
About Material Properties).
The
Properties dialog box is displayed: |
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The various types of materials
displayed in the drop-down list are explained below:
- Default:
This is the basic CATIA rendering type (same as in previous
CATIA releases).
- Diffuse:
It is a simple diffuse material.
- Polished
Metal: It is highly reflective. The refection
depends on the viewing angle (Fresnel effect) that is computed depending on
the IOR in the range of 8-11. The reflection is
not glossy.
- Satinated
Metal: It is highly reflective. The reflectivity
depends on the viewing angle (Fresnel effect). The reflection is glossy
- Brushed Metal:
It is anisotropic and glossy.
- Clear
Glass:
It is a fully physical model of glass. It includes
reflectivity dependent on IOR (Fresnel effect), correct direction
of refraction and total internal reflection.
- Colored Glass:
It is a fully physical model of glass. It includes
reflectivity dependent on IOR (Fresnel effect), correct direction
of refraction and total internal reflection. Glass color
depends on the thickness of the object. The shader allows to
specify a target color for a given distance (Such as a color
at 10mm thickness.)
- Frosted Glass:
It is a fully physical model of glass. It includes
reflectivity dependent on IOR (Fresnel effect), correct direction
of refraction and total internal reflection. In addition, it
has glossy refraction.
- Polished Plastic:
It is mostly diffuse with a smaller non glossy reflection.
The reflection depends on the viewing angle.
- Soft
Plastic:
It is mostly diffuse with a glossy reflection. The
reflection depends on the viewing angle.
- Simple Translucent:
It uses a single color for front, medium and backside. This
is the effect that is easiest to understand and control for
standard users.
- Backside Translucent:
It allows to set color of backside.
- Reflective Translucent:
It is used for translucent materials with a reflective front
side. It also has glossy reflection.
- Metallic Paint:
The paint is reflective with no flakes. The reflectivity
depends on the viewing angle. The reflection is non glossy.
- Car
Paint:
Car paint is reflective with flake. The reflectivity depends on the
viewing angle. The reflection is non glossy.
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Select
Colored Glass from the Type drop-down list.
The Properties dialog box is as shown as below:

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- Right-clicking
the arrow sign beside a parameter displays the following
options:
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Connect:
Displays the Connect Parameter
dialog box that lists all the available shaders for
connection (new instances and pre-existing ones).
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You can
also click
the arrow sign to display this
dialog box. |
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Disconnect:
Disconnects from the already connected parameters.
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Edit:
Allows you to edit the parameters.
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Selecting a shader in this dialog box replaces the existing
parameters with new parameters.
- The navigation buttons
allow you to go back to the parent shader or forward to the
child shader.
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Now select the Default material type, and click the Rendering
tab
Using this dialog box, you can edit the
lighting and texture parameters of
the material you are currently editing. |
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Material
specifications defined via Real Time Rendering are
shared with other Version 5 products. For information on the
Drafting and Analysis tabs, see the Version
5 - Generative Drafting and the Version 5 - Generative
Part Structural Analysis User's Guides, respectively.
Appropriate licenses are required to use these products. |
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Modify the
Lighting parameters: Ambient, Diffuse,
Specular, Roughness, Transparency,
Refraction (*) and Reflectivity. You can either use the
slider or enter the desired value directly in the box.
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By default, the ambient,
diffuse, specular and transparency colors are set to the basic color. You
can, however, click... and choose
the color to be used for the material texture.
The Transparency color is relevant for
software rendering only (i.e. Photo Studio product).
The Color dialog box is displayed
allowing you to choose the exact color you wish to define as a
material texture: |
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You can move the
color selector in the preview area to choose a color, or even
key in the exact value of the desired color.
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The Add To Favorites button allows you to store a selected
color combination under the Favorites
tab. This button allows you to store particular
color combinations to use later on.

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The Catalog tab allows you to integrate
applicative colors. You can select one of these
colors by clicking on the appropriate color box.

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When satisfied, click OK, and the color
is applied to the shape in the preview. |
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Set the
other material parameters:
Parameter |
Set to 0
(or 1 for Refraction) |
Set to 1
(or 3 for Refraction, (0.5 for Transparency) |
Ambient: the intensity of light diffused in
any direction by the object, even if not lit by any light
source. The ambient light is essentially used to show objects
or parts of objects that are not illuminated directly by the
light source.This parameter affects the whole object,
including the shadowed area.
The intensity is defined by a coefficient (with a value
between 0 and 1). |
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Diffuse: the intensity of light diffused by
the object when lit by light sources. Typically, a shiny metal
surface would have a diffuse reflectance value close to 0, while
a piece of cardboard would have a value probably above 0.9.
The intensity is defined by a coefficient (with a value
between 0 and 1). |
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Specular: intensity and color of light
reflected in one particular direction (highlights)
Set the value to a minimum to generate very sharp highlights
on very shiny surfaces. Set the shininess to a higher value to
generate large specular spots creating a duller effect.
Typically, a polished object would have a high value for the
specular reflectance coefficient, while a more mat surface would
have a lower one. |
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Roughness: dullness of an object (size of
the reflecting zone)
Set the value to a minimum to generate very sharp highlights
on very shiny surfaces. Set the shininess to a higher value to
generate large specular spots creating a duller effect on
rougher surfaces. |
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Transparency: degree of transparency of an
object and color of the filter interfering with the light
passing through an object. The transparency color acts like a
photographic filter which modifies artificially the light rays
received by an optical lens. It is generally identical to
the ambient and diffuse color but when it is different, the
shadows cast by the object are colored accordingly. For
instance, a blue object with a red transparency color will cast
slightly red shadows.
The higher the value, the more transparent the object (in the
example the value is 0.75), the lower the value, the more opaque
the object. |
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Refraction: degree of light passing
obliquely through an object. The refraction is defined by a
coefficient (value between 1 and 2).
Set to 1, the transparent object will show no light
distortion. As an example, water has a 1.2 coefficient.
This parameter is relevant for software rendering only. |
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Reflectivity: degree of reflectivity of an
object. Set to a high value, the object reflects its
environment.
Set this parameter to 0.2 in order to see the reflections
when a texture is applied. Otherwise, set this parameter to a
value greater than 0 to see the texture. More
info... |
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When
setting the Reflectivity parameter, you
can also set advanced reflection settings if you
wish to use a customized environment image for
environment reflections. For more information, refer
to Defining Reflection
Settings in this guide. |
A reflecting material lets you
visualize the environment image it reflects. As you
can use images of various origins for your
environment, here is the priority order in which
they are seen:
1. material reflectivity image defined in the
Advanced Reflection Settings dialog box (for
Real Time Rendering 2 users only)
2.
environment image defined in Tools >
Options > Material Library > Material
3. default environment image provided with
Version 5.
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All
values can be defined either using the scroll bar, the arrows or
directly in the box. If several values are to be modified, better skip from each box to
another by pressing Tab: in this case, the preview icon
is updated only once. |
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Click Apply to validate the material lighting
definition.
The material icon reflects the material as defined.
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More about lighting properties
- All lighting parameter values range from 0 to 2
- As explained above in this scenario,
any amount of reflectivity, however small, means that you can no longer
visualize the mapped texture simultaneously with the reflected scene. If
you want to see the texture, make sure you set the
Reflectivity parameter
to 0 in the Lighting
tab. Otherwise, the result is as follows:
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