This dialog is where you decide how the current variation of your project is going to look like.
The dialog has two main parts. To the left, the object list shows all geometry objects currently present in your variation, together with their material assignments. To the right, the materials and modifiers that are available for the project are listed, one category at a time, as selected in the drop-down menu at the top.
Below of each list, a number of buttons offer to manipulate the entries in the respective list. The buttons between the lists make the connection between the two sides, allowing to assign modifiers to objects.
The object list allows to manipulate the properties of the geometry objects in the current variation.
The modifier list allows to view, select, and modify the modifiers available in the project.
The three buttons in the center column allow to assign materials, patterns, and textures to the objects selected in the object list. There is no limit of the number of modifiers that can be assigned to any object in Rayfront, though Radiance will assume a modifier loop on runtime, if it sees a really excessive number of nested modifiers for a surface.
Assign New Pattern
Assign New Texture
This button is active when there is exactly one object
and exactly one pattern or texture selected. If the
object has no modifier of the same type yet, then it
will be assigned normally. If there already is an
assignment, then the new modifier will be added to
the old modifier, and displayed on a new line like
in the following example:
I Objects Materials Paterns Textures ___________________________________________________________ object material first_pattern first_texture second_pattern second_texture third_pattern
It is not possible to assign the same modifier several times to the same object.
Assign Material
Assign Pattern
Assign Texture
This button is active if there is one or several objects
and one material, pattern, or texture selected
and assigns the selected modifiers to all objects,
possibly replacing an existing assignment.
If an object has several modifiers of the selected
type already assigned, then the one on the selected
line in the object list will be replaced (or the first one,
if there are several selected).
Empty
This button is active when either the foreground or the
background line of a mixed material assignment in the
object list is selected. It removes the assignment, so
that you can mix a material with "nothing".
This is useful to define procedural transparency distributions
like perforations. It is not possible to remove both the
foreground and the background material, or to remove
the foreground or background modifier in a mixture of
patterns or textures.
Ok - use the entered values and close the dialog.
Cancel - discard the entered values and close the dialog.
For technical reasons, there is no "Revert" button in this dialog. If you want to reestablish the values of when you opened the dialog, press "Cancel" and reopen it.
Help... - display this information.
Navigation:
Up: |
User Manual Overview The Simulation Control Center Project Variation Settings | |
Previous: |
Basic Simulation Settings | |
Next: |
Material and Modifier Types |