Overview
Fabric Material Properties is a function for changing the properties (e.g. repeat size, color, map) of fabrics.
Location
UI Panel > Fabric > Fabric Materials > Fabric Material Properties
Operation Method
Fabric Application
- Select the surface to apply fabric in All/ Surfaces Selection Mode.
- Double-click on the fabric to apply from the fabrics via UI Panel > Fabric > Fabric Materials.
- The applied fabric will appear in 2D and 3D views.
(Fabric texture in 2D view is shown with texture activated in the 2D menu.)
Edit Fabric Material
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Click on a fabric to change via UI Panel > Fabric > Fabric Materials.
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Fabric Material Properties menu will appear on the bottom.
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Enter the values for repeat size and adjust the texture repeat of the fabric.
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Click on the Color Tint icon to open the color palette and enter the desired color.
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Click on the Map icon to select the map material file for the application.
Drag-and-drop a format file that can be used with the map (e.g. png, jpg, tif).
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You can check in 2D and 3D views after applying the edited fabric on the surface.
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To preserve the original file Make a copy via UI Panel > Fabric > Context Menu > Duplicate and edit fabric material properties.
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To use fabrics in the preset folder
****You can create a copy outside the folder for editing via UI Panel > Fabric > Context Menu > Duplicate.
Components
Repeat Size
You can adjust the length and width (cm) of images used for fabric materials.
The higher the value, the larger the image is used, reducing the number of repeats.
Color Tint
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Basic Color
This is the default color palette.
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Pick Screen Color
After clicking on the function, select the desired color on the screen with the cross icon to pick the corresponding color to make color chips. This function can be operated outside of the z-weave screen as well.
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Custom Colors
This function can be used to save colors.
- Select a slot to save a custom color.
- Select the color.
- Click Add to Custom Colors.
- You can check the saved color in the selected slot.
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Color
You can pick a color directly or enter the hue/saturation/value (HSV), red/green/blue (RGB), or HTML values manually.
Map
Click on the map icon to apply a map or drag-and-drop a supported file format that can be used with the map (e.g. png, jpg, tif).
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Base Color
The base color map determines the overall image and color of materials.
It supports images of 24 bits and higher.
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Normal
The normal map adds shade on the surface to create an optical illusion as if there are curves.
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Opacity
The opacity map shows the transparency of materials.
It appears more transparent when the map is darker and opaque when brighter.
It can be adjusted using the slider bar. If the value is close to 0, the fabric is more transparent; if the value is close to 1, the fabric is more opaque.
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Displacement
The displacement map shows actual curves.
(You can get more effective results when using HQ render.)
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Roughness
The roughness map shows the level of roughness of materials.
For maps, smoother surfaces will appear darker and brighter surfaces will appear matte.
If there is no map, it can be adjusted using the slider bar. The lower the value, the smoother the surface; the higher the value, rougher properties will lead to a matte finish.
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Specularity
The specularity map shows the reflection rate of materials.
For maps, darker surfaces lead to more specularity drops and brighter surfaces lead to higher specularity.
If there is no map, it can be adjusted using the slider bar. The lower the value, the lower the reflection rate; the higher the value, the higher the reflection rate.
[Generally, actual objects have values between 0.2 and 0.5 (default 0.5)]
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Metallic
The metallic map shows whether materials are metallic or non-metallic.
For maps, non-metallic surfaces are darker and more metallic surfaces are brighter.
If there is no map, it can be adjusted using the slider bar. The lower the value, the fewer metallic properties it has; the higher the value, the stronger the metallic properties are.
(Metals and non-metals react to light very differently, so even if it has the same color and roughness, the results may appear different.)
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Anisotropy
The anisotropic map is a texture that controls the shape of the specular highlights.
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