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Ug Mater

The document discusses materials in NX Render, including where materials are stored, sources of materials, the workflow of materials, predefined materials, material types, components like color, reflectance, bumps, transparency, texture spaces, and procedural versus bitmap materials.

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Mustafa Koc
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© Attribution Non-Commercial (BY-NC)
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0% found this document useful (0 votes)
74 views26 pages

Ug Mater

The document discusses materials in NX Render, including where materials are stored, sources of materials, the workflow of materials, predefined materials, material types, components like color, reflectance, bumps, transparency, texture spaces, and procedural versus bitmap materials.

Uploaded by

Mustafa Koc
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Materials in NX Render

Overview
Where

materials are stored in NX Render material definition and the NX interface types and their characteristics components

Internal Material Material

Colour Pattern Reflectance Bump Transparency Texture

spaces

Copyright LightWork Design Ltd 2005

Sources of materials in UG
Materials Library - Default Archive (lwpda.lwa) External LWA Archives www.lightworks-user.com
Moldtech & Roehlen UNS Metals RAL

System Materials (a subset of the materials library) User Created materials


Use of 3rd Party texture libraries Adapt existing materials User defined Palette files (*.pax)
Copyright LightWork Design Ltd 2005

Workflow of materials in UG
3rd Party Textures System Materials User defined Materials

Materials in Part

LWA Archives

Materials Library

User defined Materials

Copyright LightWork Design Ltd 2005

Predefined Materials in NX Render


Metals - accurate representation Plastics Edit to get specific reflection effects Glass accurate representation Finish Always needs editing Pattern - Always needs editing

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Materials and Textures


Internal material definition

Colour

Reflectance

Transparency

Displacement

Material

Copyright LightWork Design Ltd 2005

Materials and Textures


Colour is always required for a material. Defined in 2 ways:

material colour RGB Pattern Image based or procedural shader

Pattern overrides Material colour

Colour

View > Visualization > Material Editor


Copyright LightWork Design Ltd 2005

Materials and Textures


A reflectance is always required Defines how light is reflected from the material Range of reflectance models provided

Reflectance

View > Visualization > Material Editor


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Materials and Textures


Bumps are optional (can be none) Appearance is dependant on the lighting Visibility is affected by reflectance type

Displacement

View > Visualization > Materials/Textures


Copyright LightWork Design Ltd 2005

Materials and Textures


Translucency on the general tab Simple transparency Factors in backlight Transparency tab Transparency overrides translucency Image and procedural transparency effects

Transparency

View > Visualization > Materials/Textures


Copyright LightWork Design Ltd 2005

Material Types Procedural vs Bitmap

Procedural Based on Algorithm No tiling problems Very controllable Resolution independent

Bitmap Based on Image

User definable Realistic

Effects limited to range of algorithms

Tiling problems for large areas Resolution dependant Time overhead preparing bitmap

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Material types Solid and Wrapped

Solid
Material components without wrapped in the title Calculated in 3D space No texture space required
Copyright LightWork Design Ltd 2005

Wrapped
Material components with wrapped in the title Calculated in 2D texture space Require a texture space

Material Component - Categorization


Material Components Bumps/Pattern/Transparency

Procedural

Bitmap

Wrapped

Solid

Wrapped

Copyright LightWork Design Ltd 2005

Pattern
Pattern contains a wide range of procedural material components

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Pattern

Procedural Patterns are parameterised and easy to change Some are more realistic than others Can be used to create other effects than those indicated by the name

Copyright LightWork Design Ltd 2005

Pattern Wrapped Image


Wrapped image can be used for accurate representation of specific materials Create image yourself or use 3rd party texture libraries Wrapped images can only be positioned and scaled up or down

Image files need to be be tiff format with no compression


Copyright LightWork Design Ltd 2005

Reflectance
Constant Independent of lighting Like ambient light of 1 Use for light sources/background images Matte materials with no specular reflectance Diffuse controls material brightness when illuminated Ambient controls material brightness in shadow Plastic Specular highlight Diffuse and ambient as for matte Specular controls highlight intensity Roughness controls highlight size
Copyright LightWork Design Ltd 2005

Roughness

Specular

Plastic

Reflectance - Raytraced
Mirror
Raytrace reflections Appearance dependent on

surroundings Mirror default can be too high for some uses Ambient and diffuse often too low Useful for adding specular reflections to any surface

Copyright LightWork Design Ltd 2005

Reflectance - Raytraced
Conductor

Accurate representation of metals Dont edit Refraction and absorption parameters Mirror can be changed to represent level of finish Can be used to represent anodized materials and metal finishes e.g.: Use aluminium or steel predefined shader Set mirror to 0 Set colour to black

Copyright LightWork Design Ltd 2005

Reflectance - Raytraced
Dielectric Accurate representation of transparent materials Raytrace reflection and refraction Ambient, diffuse, Specular and roughness work as for plastic Dont use Translucency option with Dielectric or Glass

Copyright LightWork Design Ltd 2005

Bumps
Optional can be None Dependent on lighting Procedural noise-based patterns - Rough, Casting

Create specific finishes such as spark erosion Add slight imperfections to surfaces Break up raytrace reflections

Procedural regular patterns

treadplate, dimple

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Bumps
Image Bump map

Use to emboss logos Add to colour image maps Use tiff files without LZW compression

Copyright LightWork Design Ltd 2005

Bumps

Copyright LightWork Design Ltd 2005

Bumps

Copyright LightWork Design Ltd 2005

Transparency
Transparency textures are optional i.e. can be none Represent complex geometry using simple geometry

Eroded, Wrapped Grid Wrapped stencil uses greyscale to set alpha

Stencil lettering and logos onto surfaces

Note that improved render mode and below do not render transparency
Copyright LightWork Design Ltd 2005

Texture Spaces
Available texture spaces Auto Axis Aligns to axis planes Spherical Longitude is half length of latitude Cylindrical To repeat around axis scale < 1 Scale along axis is num repeats Arbitrary Plane Use for non axis-aligned planes Accurate positioning UV Use for complex surfaces
Copyright LightWork Design Ltd 2005

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