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.

 

 

 

It is possible to use parameters in many fields, which can then be drive in a Family 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 right section is the appearance preview which is updated when modifying informations entered below:

  • Finishing color: represents base color without reflects.

  • Transparency coefficient: indicates the quantity of lights passing through the finishing.

  • Fresnel reflection: 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

 

  • A finishing is created from several maps (Albedo, Roughness, Metalness ,...) which can be defined manually (from a color or a value) or with a texture document.

  • Different Internet resources (AmbientCG, Adobe Substance 3D Assets, Poliigon, ...) propose the download documents in which you can find the different images allowing to create the textures to be used in each map (you have to create as many textures as there are maps/images available in the downloaded document). It is also necessary to take care to give an identical width of texture for each of the textures of a given material.

  • This first level of definition can be enriched with the graph editor of the map.

 

  • Roughness: is used to define the degree of roughness/mattness or gloss/glossiness. The higher the value value is important, the more the material will be mat (no reflection if roughness at 100%). The lower the value, the more brilliant the material will be.

  • Metalness: allows to define if the material is metallic (iron, copper, gold, ...) or dielectric (glass, ceramic, plastic, ...). Generally the value will be 100% or 0% if the material is metallic or non-metallic.

Link between metalness and roughness

 

  • Normal: allows to give relief to the material as if it was a real geometry (irregularity of a leather for example). Depending on the Internet resources, it is possible you may have 2 images to define the normal, a DirectX image and an OpenGL image. In this case you should use the OpenGL image.