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4.5.4. Material Editor

 
In the Material editor, you can adjust the surface color of the selected object and edit the texture. Select the object and click the Material button. (Hot-Key: Ctrl+M)
 
4.5.4. Material Editor
1
1.
Each object has a registered default material. When this button is enabled, the default material will be applied. Disable this button to apply any texture or adjust the surface color.
2
2.
Video OUT button allows you to display the overlay image in any video zone.
 
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3
3.
Diffuse - this parameter determines the color of the surface. Use the color picker to adjust the hue / brightness, and LEVEL to adjust the overall saturation. When LEVEL = 0, the color picker is fixed to the default value (color picker center).
Glass - when this parameter is enabled, the object will pass the rays as they are. Setting the LEVEL for Diffuse and Specular Reflect to 0 makes the object completely transparent.
Volume ( *TRACE and above, CE series ) - when this parameter is enabled, the surface of the object will switch to a volume texture that fills the object's solid with a pattern defined in 3D Texture 1 instead of a texture.
 
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4
4.
Specular reflect adjusts the reflectance of the object surface to the camera. Reflection has the meaning of glossiness. Adjust the luster strength with LEVEL. At the Glossy level, adjust the intensity of the glossy hotspot. The Glossy level is 0 and 1 or higher, and the function is switched.
Mirror ( *TRACE and above, CE series ) - If you enable this parameter, you can make a plane in one direction a mirror plane only for plane objects (forcing other objects to be plane). When Mirror is enabled, LEVEL is the level of the mirror degree, and Glossy is the level adjustment of the reflected image.
 
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5
5.
Emissive - pseudo emission level. It is effective for expressing LED screens and internally illuminated objects. Set the emission degree with LEVEL and the emission color with the color picker.
PIXELMAP by setting the quantity in the horizontal direction with U and the vertical direction with V, pseudo pixels (ball-shaped) are placed only for plane objects. The size of each pixel is set by LED, mm. Only works for Emmisive settings. It can be applied not only to LED screens, but also to internally illuminated ball object groups arranged in a matrix.
 
6
6.
Block of parameters of the first texture: window for selecting the first texture from the library, texture scale along the vertical and horizontal axes, texture centering on the object and the texture rotation angle on the object.
 
7
7.
When the Volume button is enabled, the pattern defined in 3D Texture1 switches to a volume texture that fills the object's solid. The L8 library provides several volume texture libraries. With Tilling and Offset, you can adjust the size and position of the material as well as Texture. Loop, Hz. Allows you to adjust the speed of the animation. The coordinates are U: horizontal direction, V: depth direction, W: top and bottom direction.
 
8
8.
The block of parameters of the second texture: the selection and adjustment of the texture is performed similarly to item 6, the second texture is superimposed on top of the first The "Normal Map" button allows you to apply a detailed irradiance map to the first texture to simulate volume on a plane.
 
9
9.
A block of brightness, contrast and color settings for the resulting texture. It is widely used for color correction when working with video textures.
10
10.
Texture mapping on multiple objects.