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VRML Script Tutorial
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VRML Interactive Tutorial

Introduction
VRML File Structure
Drawing: Shape node
Geometry Nodes:
Box
Sphere
Cone
Cylinder
PointSet
IndexedLineSet
IndexedFaceSet
Extrusion
ElevationGrid
Example: Chessboard
Text
FontStyle
Appearance
Material
Textures
Image Texture
Movie Texture
Pixel Texture
Texture Coordinate
Texture Transform
Let there be Light
Directional Light
Point Light
Spot Light
Materials with Colored Lights
Hierarchical Node Structures
Group
Transform
Collision
Anchor
Billboard
Switch
Inlining Files
Defining and Instancing Nodes
Defining Levels of Detail
Events in VRML
Creating Paths between events: ROUTE
Generating Events based on Timers or User Actions
Timers
Touch Sensor
Visibility Sensor
Dragging Sensors
Plane Sensor
Sphere Sensor
Cylinder Sensor
Proximity Sensors
Example: Proximity sensor
Interpolators
Color
Coordinate
Normal
Orientation
Position
Scalar
Example
Let the Music Play
Sound
AudioClip
Bindable Nodes
Who Am I: NavigationInfo
Where Am I: ViewPoint
Adding Realism to the world
Background
Fog
Information about your world
WorldInfo
Definition for Auxiliary Nodes
Coordinate
Color
Normal

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Material Node


The material node specifies color, light reflection and transparency. This node can only be defined inside an Appearance node.

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.

Syntax:
{
diffuseColor 0.8 0.8 0.8
ambientIntensity 0.2
emissiveColor 0.0 0.0 0.0
specularColor 0.0 0.0 0.0
shininess 0.2
transparency 0.0
}