AutoCAD 2008 Material Definition Toolpalette 7



Author Erhan Toker
Profession Architect M.Sc.
  Autodesk Authorized Consultant
  Software Specialist
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AutoCAD 2008 and higher

In the last article of this series, I will explain about advanced lighting properties of ‘ Realistic ‘ and ‘ Realistic Metal ‘ type of materials. Lights are the most important feature of rendering. Those who can make the lighting settings the best for the scene can obtain the best results. In addition, together with AutoCAD 2008, now we have new advanced photometric lighting features available. In our future articles, we will explain about these features in detail. Now, let’s get back to our subject:

Fig.1
Fig.1


Advanced Lighting Override : There are four different advanced lighting options. All of them are in scale format; thus their normal values are 100 and the interval of their values are in between 0-1000. This means that you can make settings from 0 to 10 times more of them.

Color Bleed Scale : It determines the saturation of the reflected color. However, the color saturation is about the refraction of the light. Please note that they are not related to the general properties of material.

Indirect Bump Scale : Here, you determine the effect of indirect lights on the bump map picture. Indirect lights are the light rays which refract from other entities and come to our entity. Thus, if we have an entity that gets direct light, then the settings that we make here will not have effect on the bump map picture.

Reflectance Scale : It determines the amount of energy that the material reflects. Reflection only happens with scattered light energy

Transmittance Scale : Here we determine the energy transparency of the material. Please note that opaque material does not let light energy to pass through.

Light energy is the energy that is created when the photons hit on the surface or while they pass through the surfaces. As you know, light can be defined as photon particles or wave lengths. While wave lengths determine the color of the light, photons determine its temperature. A successful and realistic light must give both light (Kelvin) and color completely. Professional users who deal with lights can obtain very successful results both in real studios and in rendering jobs. On the other hand, casual users like us can do something only by using trial-and-error methods. I suggest that you should work on many examples, and make practice.

I wish you good “render”.

You can see the relevant articles in render section.

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