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SpecularGlossinessMaterial

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

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+ 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

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

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

Example

See Also

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