|   | 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.   
			
			
			
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				| Without 
				 Fresnel reflection | With 
				 Fresnel reflection |    
			
			
			
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					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. 
			
			
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				| 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.   |