Translate Shaded Preview: 6” sphere, 6” cylinder, 6” cube, or 6” plane
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- Material Hint [Fast, Realistic Match, Water, Rubber, Anodized Aluminum, etc.]: Guides the plugin when interpreting the simple 'Shaded' material representation.
- Image Maps
- Interpolation: When enabled, Maxwell will interpolate material image maps. When only low-resolution maps are available, enabling interpolation will reduce pixelation within the map. If an alpha (or other) map needs to be tack-sharp, make sure interpolation is disabled.
- Mirror Horz, Mirror Vert: Image maps will be mirrored horizontally and/or vertically, which may reduce obvious map tiling in some cases. Note that textures will not be displayed mirrored in formZ's Shaded display modes.
- Color Map:
- Brightness, etc.: Image controls for the color 'texture' bitmap used in the shaded renderer. For images with RGB values greater that 220, we recommend setting Clamp Max to 220, or reducing brightness by 10%.
- Image Map Interpolation: When enabled, the bitmap will be interpolated, resulting in reduced texture aliasing.
- Map Alpha Channel [Off, Bump, Roughness]: When enabled, will use the color map's alpha channel (if any) to control bump or roughness in the resulting MXM. The slider controls the maximum strength.
- Transparency Map:
- Brightness, etc.: Image controls for the transparency 'texture' bitmap used in the shaded renderer.
- Channel Properties:
- Matte: Makes the material into a matte, which “cuts through" the entire image and reveals the background (IBL or Physical Sky if enabled; black if no environment lighting is used). Useful for compositing purposes.
- Shadow Matte: Enables shadow catcher properties for this material. Objects assigned this material will show shadows cast onto them in the Shadow Channel. The Shadow Channel option in Render Options must also be enabled. See Shadow channel
- Dispersion: Disabled by default for efficiency. See Transmissive Properties
- ID Color: Custom color used to identify this material in the Material Id channel. See MatID MaterialID - ObjectID channel- TriangleID channels
- Nested Priority: This material's priority level for nested dielectrics. Useful for correct rendering liquids within glass. See Nested dielectrics.
- Preview: Generates a preview of the material of on the selected formZ preview object (6” sphere, 6” cylinder, 6” cube, or 6” plane).
- Export MXM: Saves the auto-translated MXM to disk, with the option to re-link as a referenced MXM, and continue editing the material in MXED.
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