There are different types of materials.
Type |
Description |
3DS PBR |
A physically-based shading model. This type is the preferred one that provides
the best realism and the best consistency across the different visualization
engines. |
+Complex |
A multipurpose physical material model. It is less accurate and more artistic but
it does not provide the best consistency between real time and ray tracing. |
Specular Glossiness |
A physically-based shading model. It is less accurate and less flexible than the
previous ones. This material type provides a less consistent visualization across
visualization engines. It is still supported but can no longer be created. |
Basic |
A simplistic material shading. This material type is mainly used in legacy
software, or for the 3DXML for review format. It is consistent
across visualization engines. |
Material appearance can be defined as follows:
- Simple colors and surface finishes
- Complex colors and finishes variation using:
- Textures: 2D images making a color, or finish varies on a surface
- Substance: a program generating a consistent set of textures.
- AxF: measures of an actual material for highest physical fidelity.