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Appearances Illumination PropertyManager

The Appearances Illumination PropertyManager sets lighting properties for a decal.

To display this PropertyManager:

In the DisplayManager, click View Appearances . Right-click an appearance and select Appearance. In the PropertyManager, click Advanced and click the Illumination tab.

Illumination

Dynamic Help Displays pop-up tooltips for each property.
Diffuse Amount Controls intensity of light on a surface. A higher value makes the surface appear brighter.
Specular Amount Controls the intensity of highlights, making the surface appear shinier. A lower value reduces highlights. Dependencies: Specular Spread must be greater than 0. At least one directional, spot, or point light must illuminate the model and be enabled in PhotoView.
Specular Color Controls the color of reflected highlights within the specular component. Double-click to select color. Dependencies: Specular Spread and Specular Amount must be greater than 0. At least one directional, spot, or point light must illuminate the model and be enabled in PhotoView.
Specular Spread Controls the blurriness of reflections on a surface, making the surface appear rough or smooth. Higher values make highlights larger and softer. Dependencies: Specular Amount must be greater than 0. Specular Color must not be black. At least one directional, spot, or point light must illuminate the model and be enabled in PhotoView. When Blurry Reflections is disabled, affects reflections of physical lights only. When Blurry Reflections is enabled, includes environmental and self-reflections.
Reflection Amount Controls the reflectivity of a surface, on a scale of 0 to 1. If set to 0, no reflections are visible. If set to 1, the surface simulates a perfect mirror.
Blurry Reflections Enables blurring of reflections on surfaces. The level of blurring is controlled by Specular Spread. When Specular Spread is 0, no blurring occurs. Dependencies: Specular Spread and Reflection Amount must be greater than 0.
Transparent Amount Controls the degree to which light can pass through a surface. Lower values increase the opacity; 0 is completely opaque. Higher values increase the transparency; 100 is completely transparent.
When you change the appearance illumination, all the changes are visible if you use PhotoView Preview or Final Render. If you use RealView or OpenGL, only some changes are visible.

PhotoView Illumination

These options are enabled when PhotoView 360 is added in.

Index of refraction Available when Transparent amount is greater than 0. Determines how far a light ray bends when it travels through a material.

A higher value increases distortion in refracted items. Set to 1.0 to simulate light traveling through a vacuum; the rays do not bend. A value of 1.333 approximates the distortion caused by light traveling through water, assuming the surface has some transparency.

Refraction roughness Available when Transparent amount is greater than 0. Determines the level of blurriness of items viewed through the surface.

Set to zero to disable the effect. Increase the value to simulate frosted glass, for which items close to the surface are clear and items further away have softened edges and details.

Luminous Intensity Controls the brightness emitted from the surface. Higher values increase the brightness.
Round Sharp Edges Rounds sharp edges when you render the model with PhotoView 360. Does not change model geometry.
Double Sided Enables shading from both sides of a surface. When disabled, surfaces that do not face the camera seem invisible.
In some cases, double-sided surfaces can cause rendering errors. Use sparingly.


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