Post

SpecularGlossinessMaterial

SpecularGlossinessMaterial
Shape

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 support 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.

Hierarchy

1
2
3
4
5
+ X3DNode
  + X3DAppearanceChildNode
    + X3DMaterialNode
      + X3DOneSidedMaterialNode
        + SpecularGlossinessMaterial

Fields

TypeAccess TypeNameDefault Value
SFNode[in, out]metadataNULL
SFColor[in, out]diffuseColor1 1 1
SFString[in, out]diffuseTextureMapping””
SFNode[in, out]diffuseTextureNULL
SFColor[in, out]specularColor1 1 1
SFFloat[in, out]glossiness1
SFString[in, out]specularGlossinessTextureMapping””
SFNode[in, out]specularGlossinessTextureNULL
SFColor[in, out]emissiveColor0 0 0
SFString[in, out]emissiveTextureMapping””
SFNode[in, out]emissiveTextureNULL
SFFloat[in, out]occlusionStrength1
SFString[in, out]occlusionTextureMapping””
SFNode[in, out]occlusionTextureNULL
SFFloat[in, out]normalScale1
SFString[in, out]normalTextureMapping””
SFNode[in, out]normalTextureNULL
SFFloat[in, out]transparency0

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.

Example

Browser Compatibility

Castle Game EngineFreeWRLX_ITE X3D BrowserX3D-EditX3DOM

See Also

This post is licensed under CC BY 4.0 by the author.