Video: https://youtu.be/6ODVAQvP9cg

Instructions from Video:

Envisioneer has an extensive collection of materials that you can choose from but you may have a specific material you want to use so Envisioneer has can import the materials too.

All textures in Envisioneer are saved to the same folder. C:\ProgramData\Cadsoft\Envisioneer 14\Textures (the 14 will change depending on the version that you are using.) If you want to incorporate new materials that you find on the internet, save them to that folder to make it easy to find them afterward and to transfer them to a new computer.

To assign the texture to a material in Envisioneer, select File>Catalogs>Library Manager.

In the Library Manager dialog box, select Libraries>Materials to view all of the groups of materials. Select the Group list where you want to save the new texture.  The materials for that group are displayed below. In the material list, right-click and select Add Material.

The Material Properties dialog box appears.  Give the new material a name at the top of the dialog box. Under the Diffuse section, you will see a Texture option and a texture swatch beside it. Click on the texture swatch. The Texture Map dialog box appears. Click the Select button.

Now find the texture file on your hard drive. Ideally, you saved it here: C:\ProgramData\Cadsoft\Envisioneer 14\Textures (the 14 will change depending on the version that you are using.) Click OK when you find the texture.

The preview window in the Texture Map dialog box will display the texture. The dialog box also has Texture Height and Texture Width options. The values you type here should be an accurate representation of the actual size that the image represents. If you want to make portions of a texture transparent, use a graphical editor to apply a magenta color to those areas that you want to make transparent. Then, in the Texture Map dialog, enable the Make magenta color transparent check box. The Texture Intensity setting lets you control the brightness and contrast of the texture. Specify a value from 0.00 to 2.00. Click OK.

The texture can also have a Bump texture assigned to it to give it a more natural rough texture appearance. To select a different texture to use for the Bump texture, click the lock icon to unlock it, and then left-click on the swatch to make a selection in the Texture Map dialog. The texture can be a Normal texture that was made specifically for bump mapping or it can be a Standard texture that is the same file as the texture. Make sure the Texture Height and Texture Width settings match the actual texture size that you set in the Texture map previously. Click OK.

The Bump texture will appear as a swatch. If you used a Standard Bump texture you need to control the amount of bump mapping applied, edit the Bump Scale value. A value of 0 means no bump mapping will be applied. Watch the preview to the right to see how the bump texture adds bumps and wrinkles to the material.

Other settings to consider for new materials, these settings affect how they appear when rendered, viewed in a Realistic view type or in a 360 view:

Emissive. The amount of light given off by a material. Click the Color swatch to select the color of light emitted. Use the slider to adjust the level of emissivity. The more emissive a material is, the more self-luminous it appears.

Opacity. Determines how transparent the material is. Think of this as a mask being applied over the surface. Click the Color swatch to select a color for the opacity mask. Use the Transparent/Opaque slider to adjust the level of transparency. Use the Dull/Glossy slider to specify the glossiness of the opacity mask.

Specular. The reflection that creates highlights on materials, making them appear shiny. Click the Color swatch to select a color for the specular highlights. Use the slider to adjust the intensity of the highlight color. The higher the value, the lighter (and therefore shinier) the color. Use the Dull/Shiny slider to adjust the size of the highlights.

Reflection. Refers to the throwing back of light by a surface. Used to simulate used to reflective objects like mirrors and shiny surfaces. Click the Color swatch to select a color for the reflected light. Use the slider to adjust the amount of reflection. Use the Sharp/Blurred slider to determine whether the surface reflects the selected color, or its surroundings. Note that the blurred effect may increase rendering time.

IOR. The Index of Refraction. This describes the way light bends when crossing the material surface. A value of 1.0 means the light will not change direction. Selecting a material from the drop box (e.g. Air, Water, Crystal, Glass, etc.) populates the IOR edit box with the Index of Refraction for that material. If you would prefer to specify a custom value, select Custom from the drop box, then specify a value in the IOR edit box.

Fresnel. When enabled, the reflection strength becomes dependent on the viewing angle of the surface. Some materials in nature (glass, etc.) reflect light in this manner. Note that the Fresnel effect depends on the Index of Refraction as well.

Once all settings are selected for the material, click OK.

The new material is added to the list of available texture options for your models.