English

Material

    Bitmanagement Feature Labs
 

Material Lab

The Material node defines 6 parameters of an object's appearance:
- ambientIntensity: luminosity of the object
- diffuseColor: base color
- emissiveColor: 'neon'/emitted color
- shininess: strength of the shininess
- specularColor: color of the reflections
- transparency: level of transparency, '0' being solid and '1' totally invisible

In the example:
- "R G B" means the "Red Green Blue" components of the color
- "H S V" is an alternative way to define a color, using "Hue Saturation Value"
- "D E S" means "diffuseColor emissiveColor specularColor": click the little squares for rotating the color picker (on the left)

The resulting material is applied on the object at the center. Drag your mouse on it in order make the lightsource appear and move the (white) light.

 

Preset examples:
Object:
diffuseColor:
emissiveColor:
specularColor:
ambientIntensity:
shininess:
transparency: