About Material Appearance

Materials help you create realistic appearances, with a nice visualization both in real time visualization (native and web) and in ray tracing applications.

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.