Finishing

 

 

 

 

This document allows you to define all the features of a given finishing ( dyed, varnished, oiled...).

 

Creation stages / Use:

 

Create a new document by click the icon, then select the finishing document type in Special tab.

 

  1. Material has to be defined in several rubrics explained below:

  2. Save and check in the document.

 

 

Available options:

 

 

  • Description: enter the description .It can be long and verbose.

  • Category: select the finishing category in the drop-down list.

  • Part number: enter a part number if needed.

 

 

These two options Homogeneous and Isotropic are activated by default.

If you disable these options, it means that this finishing has a fibers/pattern direction (as the wood for example) that can be managed by parts that use this finishing.

 

 

In the upper section is the appearance preview which is updated when modifying informations entered below:

  • Select the specularity type. Plastics reflect the light without modifying it, while a metal colors the reflected light. The Custom type allows to define a specular color which can be useful to define a tinted mirror. For other kind of specularity types, the specularity color cannot be changed and the dialog is grayed.

  • Select the Specular shininess which indicates the quantity of reflected light relative to the incident light.

  • Select the specular spreading which indicates the gap between the real reflection of the light relative to the perfect light. The more the material surface is rough, the more the specular spreading is important.

 

Spreading 2%

Spreading 20%

 

  • Select the reflection coefficient which indicates the quantity of light coming from other objects of the scene and reflected by the material. Contrary to the specular shininess which concerns the light reflections (primary lighting), the reflection coefficient concerns object reflections (secondary lighting).

  • Select the reflection spreading angle  which indicates if the light is reflected not only in one direction, but around an average direction with some angular dispersion. Note that except for mirrors, reflecting materials do not reflect the light perfectly. The surface finish can give a frosted effect to the material. The reflection is generally small (some degrees) because above a certain value, the reflection is blurred enough and the effect is no more visible (scattering material).

 

Perfect reflection

Reflection with dispersion

  • Choose the Fresnel reflection which is a physical effect that make a dielectric material (glass, plastic) fully reflective for tangential rays. Thus, a pane of glass is transparent when it is seen from the front and becomes more and more reflective and less and less transparent when you look at it sideways.

The Fresnel reflection option allows to simulate this effect for two material. When the material is transparent with a refraction factor, as the glass for example, the Fresnel reflection tends to make the object silhouette darker. When the material is opaque with a reflection coefficient, the reflection is null in front of the object but increases to the indicated value at the silhouette of the object.

 

Without Fresnel reflection

With Fresnel reflection

  • Select the specular color to define for example a tinted mirror.

  • Select the diffuse color which represent base color without reflects.

  • Texture: select a bump texture from the drop-down list. A texture document has to be opened.

  • Also select the transparency coefficient which indicates the quantity of lights passing through the finishing.