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The Material node defines the underlying material parameters of a surface.
When used in an Appearance node, the diffuseColor
field can be overriden by a texture map. When used in a
MultiAppearance node, the diffuseColor
,
specularColor
, and transparency
fields can all be overriden by maps.
Link to Javadocs.
diffuseColor
FloatArrayField diffuseColor
USAGE = COLOR DEFAULT = .8 .8 .8
The diffuse color of the surface, illuminated by lights. Rendered color is a function of the number, direction and intensity of light sources in the scene.
Specified as RGB triples using float values from 0.0 to 1.0 (not 0 to 255).
emissiveColor
FloatArrayField emissiveColor
USAGE = COLOR DEFAULT = 0 0 0
A color that renders irrespective of light sources in the scene. Usually used as a "glowing" color.
Specified as RGB triples using float values from 0.0 to 1.0 (not 0 to 255).
modulateTextureWithDiffuse
BooleanField modulateTextureWithDiffuse
USAGE = ANY DEFAULT = false
Modulates the diffuse colors in the texture map, if any, with the color in the diffuseColor
field. Permits tinting of texture maps.
shininess
FloatField shininess
USAGE = NORMALIZED_FLOAT DEFAULT = .2
The "spread" of specular highlights. Low values (close to 0.0) produce wide highlights. High values (approaching 1.0) create small hotspots that characterize shiny surfaces, like plastic.
specularColor
FloatArrayField specularColor
USAGE = COLOR DEFAULT = 0 0 0
Defines both hue and intensity of specular highlights. Specified as RGB triples using float values from 0.0 to 1.0 (not 0 to 255).
For example, the values [.2 .2 .2], [.5 .5 .5] and [1 1 1] all generate white specular regions, but differ in intensity. By contrast, [.7 0 0] will produce red highlights.
transparency
FloatField transparency
USAGE = NON_NEGATIVE_FLOAT DEFAULT = 0
0 (the default) is completely opaque. 1.0 is completely transparent. Does not effect specularity.
onFieldChange
void onFieldChange(Field theField, java.lang.Object userData)
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