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			General 
			 options:
				Scale: this option allows 
				 to change the size of the texture from a given scale factor.Rotation: this option 
				 allows to change the orientation of the texture from a 
				 given angle.Receive shadows: this 
				 option allows to specify that the material can receive 
				 shadows.Cast shadows: this option 
				 allows to specify that the material can cast shadows.Fresnel reflection (for 
				 PBR materials only): 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 |  - A material with 
		 glazed parts must reflect light where it is transparent (because 
		 there is material). - A material representing 
		 mesh does not reflect light where it is transparent (because there 
		 is no material). 
			
			
				| - 
				 None: no texture mapping. |  
				| - 
				 Inherited: the mapping used is the one specified 
				 in the texture definition document. |  
				| - Planar: the image 
				 is plated on the object regarding a planar projection 
				 to be able to minimize image deformations. Parameters 
				 of this category are the same than Auto-axis 
				 category. |  
				| 
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				| - 
				 Auto-axis: the image is plated on the object in 
				 the 3 orthogonal directions by minimized image deformations. 
				 The parameters of this category are the same than Planar category. |  
				| 
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				| - 
				 Cylindrical: the image is rolled around a cylindrical 
				 object to be able to minimize image deformations. The 
				 width of the image corresponds to the rolling, the height 
				 will be applied regarding the cylinder height. |  
				| 
 |  
				| - 
				 Spherical: the image is rolled around a spherical 
				 object to be able to minimize image deformations. The 
				 width and the height correspond to the rolling on the 
				 sphere. |  
				| 
 |  
				| - 
				 Edge: it is to be preferred for wood applications 
				 to add textures on the edges. This mapping allows to keep 
				 the same orientation along the edge faces. Recommended 
				 for plane faces and cylindrical faces mainly. |  
				| - 
				 Parametric: this mode should be used when working 
				 with FBX files with attached textures. TopSolid will then 
				 use the mapping defined in the FBX model which specifies 
				 the correspondence of each of the texture points on the 
				 polyhedron.. |    
			
			
				| - Transparency color. |  
				| - 
				 Index of refraction: indicates the deflection of 
				 the light beams when they pass through the transparent 
				 material. If this field is not filled, the material does 
				 not produce refraction effects. 
					
					
					
						| 
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						| No 
						 refraction | Refraction index 1.5 |    |  
				| - 
				 Diffuse color: represents the base color independently 
				 of the reflections. |  
				| - Reflection 
				 color. |      
			
			
			
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					This 
					 material 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 of PBR materials 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 PBR material). 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. |    
			
			
				| 
					Albedo: 
					 diffuse color of the material.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.Opacity: 
					 Opacity determines whether the object is transparent 
					 or opaque. The darker the color the more transparent 
					 the object will be.Transmission 
					 glossiness: 
					 indicates how much the light is scattered when 
					 it crosses the interface of a transparent material. 
					 At zero, the material is perfectly transparent. When 
					 this value increases, the material becomes translucent.Ambient occlusion: 
					 allows to give shading on some areas of the material 
					 (on the stitches of a leather for example).Transmission scattering: 
					 the transmission scattering color and the transmission 
					 scattering length go together. This setting is similar 
					 to the transmission glossiness, except that the effect 
					 is volumetric. The transmission scattering color represents 
					 the color of the particles inside the transparent 
					 material, and the scattering length indicates the 
					 distance a ray can travel before being absorbed by 
					 a particle. This is useful for 
					 simulating transparent liquids (like wine) where the 
					 color is due to the particles in the liquid and where 
					 the thickness of the material must be taken into account. |    |