VRML Script Tutorial
VRML Interactive Tutorial
Let there be Light
Materials with Colored Lights
VRML File Structure
Drawing: Shape node
Hierarchical Node Structures
Defining and Instancing Nodes
Defining Levels of Detail
Events in VRML
Let the Music Play
Adding Realism to the world
Information about your world
Definition for Auxiliary Nodes
The material node specifies color, light reflection and transparency. This
node can only be defined inside an Appearance
This node has six fields: diffuseColor, emissiveColor, ambientIntensity,
shininess, specularColor, and transparency.
The diffuseColor field defines the color of the geometry. Note:
This field is ignored when using colored textures.
The emissiveColor is used to define glowing objects.
The ambientIntensity field specifies the amount of light reflected
by the geometry.
The specularColor field defines the color of the shiny spots
of the geometry.
The shininess controls the intensity of the glow for the shiny
spots, small values represent soft glows, whereas high values define smaller
and sharper highlights.
The transparency field controls the transparency of the associated
geometry (I know, it is a circular definition...). If a value of 0.0 is
specified then the related geometry is completely opaque, a value of 1.0
means that the geometry is completely transparent.
All the "Color" fields have an RGB value associated, i.e.,
three floating point values between 0.0 and 1.0. The other fields have
a single floating point value between 0.0 and 1.0.
diffuseColor 0.8 0.8 0.8
emissiveColor 0.0 0.0 0.0
specularColor 0.0 0.0 0.0