 ) summarizes the predefined or user-defined material properties for a material. This is where you can add or change material properties to fit your model and assign the material to all types of geometric entities: domains (most common), boundaries, edges (3D models only), or points. Also see Material Link and Switch for Materials.
) summarizes the predefined or user-defined material properties for a material. This is where you can add or change material properties to fit your model and assign the material to all types of geometric entities: domains (most common), boundaries, edges (3D models only), or points. Also see Material Link and Switch for Materials.| This section only appears in Material nodes that are single layer material. See Single-Layer Materials. | 
 ) button, you get a preview plot of the single layer material, including the location of the reference surface. This plot looks similar to Figure 9-12, but there is only a single layer. You can also click the downward pointing arrow to choose Layer Cross Section Preview (
) button, you get a preview plot of the single layer material, including the location of the reference surface. This plot looks similar to Figure 9-12, but there is only a single layer. You can also click the downward pointing arrow to choose Layer Cross Section Preview ( ) button or Create Layer Cross Section Preview (
) button or Create Layer Cross Section Preview ( ) button, which adds the preview plot as a new plot group under Results.
) button, which adds the preview plot as a new plot group under Results. ) to add the material property or group of properties to the material.
) to add the material property or group of properties to the material.| Review the properties listed in the Material Contents table before adding new material properties. | 
 ). If you add a material model like the Viscous Model with more than one property, all of its material properties are added to the Material Contents table. In this example, a Viscous model node is added to the Model Builder and its associated properties are added to the Material Contents table.
). If you add a material model like the Viscous Model with more than one property, all of its material properties are added to the Material Contents table. In this example, a Viscous model node is added to the Model Builder and its associated properties are added to the Material Contents table.| To delete a property group, right-click the property group node (in the Model Builder) and select Delete (  ). The Basic property group cannot be deleted. | 
| • | When material properties are added from the Basic node’s or a user-defined group node’s Settings window for Property Group, they are listed under Output Properties and Model Inputs in that Settings window. | 
| • | When material properties are added from the Settings window for Material, the available material properties are listed under Material Properties and are added to the list under Material Contents with the property group listed. The list under Material Contents also contains material properties added from a subnode with a Settings window for Property Group. | 
| • | A stop sign (  ) indicates that an entry in the Value column is required. It means that the material property is required by a physics feature in the model but is undefined. When you enter a value in the Value column, the material property is added to its property group. | 
| • | A green check mark (  ) indicates that the property has a Value and is currently being used in the physics of the model. | 
 ) to enter a value in the window that opens. If the property can be anisotropic, you can choose to enter the values in one of these forms: Isotropic, Diagonal, Symmetric, or Full. The Variable column lists the variable names corresponding to the degree of anisotropy. For example, for a symmetric electrical conductivity, it contains {sigma11, sigma12, sigma22, sigma13, sigma23, sigma 33}; sigmaij = sigmaji. For an isotropic electrical conductivity, it contains sigma_iso; sigmaii = sigma_iso, sigmaij = 0, where sigma_iso is the name of the variable for the isotropic electrical conductivity (available as, for example, mat1.def.sigma_iso).
) to enter a value in the window that opens. If the property can be anisotropic, you can choose to enter the values in one of these forms: Isotropic, Diagonal, Symmetric, or Full. The Variable column lists the variable names corresponding to the degree of anisotropy. For example, for a symmetric electrical conductivity, it contains {sigma11, sigma12, sigma22, sigma13, sigma23, sigma 33}; sigmaij = sigmaji. For an isotropic electrical conductivity, it contains sigma_iso; sigmaii = sigma_iso, sigmaij = 0, where sigma_iso is the name of the variable for the isotropic electrical conductivity (available as, for example, mat1.def.sigma_iso).| Select the Material Library Settings check box in the Show More Options dialog box to display this section for Material nodes under Global Definitions. | 
 ) to update the label, which becomes the name of the material in the user-defined material library.
) to update the label, which becomes the name of the material in the user-defined material library.| In 3D components, the material is rendered including color and texture when Scene Light is active. In 2D models and in 3D components, when Scene Light is turned off, only a change of color is visible. | 
| • | Specular color is the color of the light of a specular reflection (specular reflection is the type of reflection that is characteristic of light reflected from a shiny surface).  | 
| • | Diffuse color represents the true color of an object; it is perceived as the color of the object itself rather than a reflection of the light. The diffuse color gets darker as the surface points away from the light (shading). As with Ambient color, if there is a texture, this is multiplied by the colors in the texture, otherwise it is as if it has a white texture. | 
| • | Ambient color is the color of all the light that surrounds an object; it is the color seen when an object is in low light. This color is what the object reflects when illuminated by ambient light rather than direct light. Ambient color creates the effect of having light hit the object equally from all directions. As with Diffuse color, if there is a texture, this is multiplied by the colors in the texture; otherwise, it is as if it has a white texture.  | 
| • | Add brush lines if desired by choosing an option from the Brush lines list: No brush lines (the default), Brush lines around x, Brush lines around y, Brush lines around x, Brush lines along x, Brush lines along y, or Brush lines along z. | 
| • | The Reflectance at normal incidence value is the amount of incoming light from the normal direction (of the surface) that is reflected. | 
| • | The Surface roughness is a value that describes microreflectance on the surface. Higher values create a rougher look of the surface with fewer highlights. | 
| • | The Metallic parameter is a value that affects how metallic the material appears to be. A less metallic material reflects less of the environment. A nonmetallic material cannot reflect the environment | 
| • | The Pearl parameter is an artificial effect that mimics the colors of a pearl. | 
| • | The Diffuse wrap value gives an artificial effect that you can use to emulate subsurface scattering. | 
| • | The Clear coat parameter is an artificial effect that makes surfaces that are parallel to the view direction more white. It also adds specular highlighting and reduces the effect on the environment reflections from the normal mapping. | 
| • | The Reflectance value is an additional setting that affects how much of the environment that is reflected. |