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This dialog is intended for editing of object material (color or texture).

Buttons Front and Back allow to set different color for front and back (internal)
surface of object.
Properties of material relative to light:
- Slider Shininess defines ability of material surface to shine
at reflection of light (0 - 128). The more this factor the less size and intensity of a flash.
- Ambient is material color in shadow (background color). It is defined
by quantity of light, reflected from material part, which was illuminated ambient (reflected
from other objects) light.
- Diffuse is material color, reflecting direct light. Does not depend
from viewing angle.
- Emission defines color, emitted by material.
- Specular defines color of flash and light spots. At change of camera
position light flash will change also.
RGB is color space, based on three colors: red, green and blue.
Alpha is special channel of the image, defining transparency of pixels of source image.
The white color means absolute opacity, black color - absolute transparency.
This channel works if you select Transparency or Additive from drop-down list
Blending mode.
Blending mode is method of mixing of object colors with colors of other objects, located
deeper.
- Opaque: it is impossible to see one object through another;
- Transparency: it is possible to see one object through another;
- Additive: at mixture colors are clarified. Mixture three basic colors:
red, green and blue - gives white color. At pairwise mixture of basic colors receive additional
colors, which add basic color to white (red + green = yellow; red + dark blue = purple; green +
dark blue = blue).
Button allows to change colors of front and back
(internal) surface of object.
Button allows to load prepared template of material from
file with extension .e3dm.
Button allows to save your material as
template in file with extension .e3dm.
Group Material preview contains window with view of front surface of
virtual cube filled by color or texture. If flag Disable texture is unchecked you can choose
texture for fill from GIF, JPEG(JPG), PNG, BMP, ICO, EMF, WMF- files.
Note: it is possible to use animated GIF- file.
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| Diffuse: R=0 G=0 B=0 |
Diffuse: R=255 G=255 B=255 |
Specular: R=0 G=0 B=0 |
Specular: R=255 G=255 B=255 |
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| Blending mode: opaque |
Blending mode: transparency |
Blending mode: additive |
Texture: animated GIF |
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