OpenGLContext.scenegraph.material
Node specifying rendering properties affecting the lighting model
Classes
Node specifying rendering properties affecting the lighting model
The Material node specifies a set of properties which affect
the lighting model applied to the geometry during rendering.
The Material node should be managed by surrounding Appearance
node (which should in turn be managed by a surrounding Shape
node).
Attributes of note within the Material object:
- diffuseColor
- the "base" color of the material, reflects light from OpenGL lights based on the normals of the geometry.
- emissiveColor
- the "glow" color of material, present even if there's no light in the scene
- specularColor
- determines the color of highlights
- ambientIntensity
- a fraction of the diffuseColor reflected from the surface based on the ambient (background) lighting in the scene. Note: OpenGL is capable of creating ambient lighting that is not tied to diffuseColor, this definition is taken from the VRML 97 specification.
- shininess
- determines the softness and size of highlights, higher values make the highlights smaller and sharper.
- transparency
- the inverse of alpha, higher values make the geometry more transparent. Any non-zero transparency value will force the use of the transparent sorted geometry algorithm, which could be a considerable performance hit for large models.