SpecularGlossinessMaterial
Overview
SpecularGlossinessMaterial specifies surface rendering properties for associated geometry nodes. Material attributes are used by the X3D lighting equations during rendering.
The SpecularGlossinessMaterial node belongs to the X_ITE component and requires at least level 1, its default container field is material. It is available from X3D version 4.0 or higher.
Info: Please note that this node is still experimental, i.e. the functionality of this node may change in future versions of X_ITE.
Deprecated: This node is deprecated as of X3D version 4.0. Future versions of the standard may remove this node. Please use PhysicalMaterial instead.
Hierarchy
1
2
3
4
5
+ X3DNode
+ X3DAppearanceChildNode
+ X3DMaterialNode
+ X3DOneSidedMaterialNode
+ SpecularGlossinessMaterial
Fields
SFNode [in, out] metadata NULL [X3DMetadataObject]
Information about this node can be contained in a MetadataBoolean, MetadataDouble, MetadataFloat, MetadataInteger, MetadataString or MetadataSet node.
Hint
SFColor [in, out] diffuseColor 1 1 1 [0,1]
The reflected diffuse factor of the material.
SFString [in, out] diffuseTextureMapping “”
Input/Output field diffuseTextureMapping.
SFNode [in, out] diffuseTexture NULL [X3DSingleTextureNode]
The diffuse texture.
SFColor [in, out] specularColor 1 1 1 [0,1]
The specular RGB color of the material.
SFFloat [in, out] glossiness 1 [0,1]
The glossiness or smoothness of the material.
SFString [in, out] specularGlossinessTextureMapping “”
Input/Output field specularGlossinessTextureMapping.
SFNode [in, out] specularGlossinessTexture NULL [X3DSingleTextureNode]
The specular-glossiness texture.
SFColor [in, out] emissiveColor 0 0 0 [0,1]
How much glowing light is emitted from this object.
Hints
- EmissiveColors glow even when all lights are off.
- Reset diffuseColor from default (.8 .8 .8) to (0 0 0) to avoid washout.
- Only emissiveColor affects IndexedLineSet, LineSet and PointSet.
Warning
- Bright emissiveColor values can wash out other colors and some textures.
SFString [in, out] emissiveTextureMapping “”
The mapping label identifies which texture coordinates and transformations are used to compute texture effects from corresponding geometry on a given material.
Hint
SFNode [in, out] emissiveTexture NULL [X3DSingleTextureNode]
When applying emissiveColor for this material node, the contained texture provides Physically Based Rendering (PBR) modulation for each pixel.
Hints
- If texture node is NULL or unspecified, no effect is applied to material values.
- Contained texture node must include
containerField='emissiveTexture'
SFFloat [in, out] occlusionStrength 1 [0,1]
occlusionStrength indicates areas of indirect lighting, typically called ambient occlusion. Higher values indicate areas that should receive full indirect lighting and lower values indicate no indirect lighting.
Hints
- Only the Red channel of the texture is used for occlusion computations, other channels are ignored.
- Https://en.wikipedia.org/wiki/Ambient_occlusion
SFString [in, out] occlusionTextureMapping “”
The mapping label identifies which texture coordinates and transformations are used to compute texture effects from corresponding geometry on a given material.
Hint
SFNode [in, out] occlusionTexture NULL [X3DSingleTextureNode]
When applying occlusionStrength for this material node, the contained texture provides Physically Based Rendering (PBR) modulation for each pixel.
Hints
- If texture node is NULL or unspecified, no effect is applied to material values.
- Contained texture node must include
containerField='occlusionTexture'
SFFloat [in, out] normalScale 1 [0,∞)
normalScale controls the degree to which normalTexture RGB values apply XYZ-normal bump mapping to pixels in the parent material.
Hints
- normalScale only affects computation of normalTexture modulations that affect lighting of characteristics of the parent Material and has no relation to normal vectors defined by corresponding geometry.
- NormalTexture techniques apply Bump mapping
SFString [in, out] normalTextureMapping “”
The mapping label identifies which texture coordinates and transformations are used to compute texture effects from corresponding geometry on a given material.
Hint
SFNode [in, out] normalTexture NULL [X3DSingleTextureNode]
When applying normalScale for this material node, the contained texture modulates the texture across the surface.
Hints
- normalTexture techniques apply Bump mapping
- If texture node is NULL or unspecified, no effect is applied to material values.
- Contained texture node must include
containerField='normalTexture'
SFFloat [in, out] transparency 0 [0,1]
How “clear” an object is: 1.0 is completely transparent, 0.0 is completely opaque. Interchange profile
Hint
- transparency < .5 opaque, transparency > .5 transparent.
MFNode [in, out] extensions [ ] [X3DMaterialExtensionNode] non standard
Input/Output field extensions.
Advice
Hints
- Insert Shape and Appearance nodes before adding material.
- DEF/USE copies of a single node can provide a similar “look + feel” style for related shapes in a scene.
- X3D Scene Authoring Hints, Color
- X3D Example Archives, Basic, Universal Media Materials
- X3D Architecture 17.2.2 Lighting model
- Rendering
- 3D rendering
- Physically based rendering (PBR)