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finish Attributes |
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| Name | Samples - Beispiele |
| ambient | ambient 0.2 // set ambient surface reflection (0...1) [0.1] |
| diffuse | diffuse 0.6 // amount of diffuse lighting (0...1) [0.6] |
| brilliance | brilliance 0.5 // tightness of diffuse illumination |
| crand | crand 0.2 // randomly speckle - ! Note, this is truly random, and looks BAD in animations |
| metallic | metallic on // on/off - use surface color, not light source color for phong highlights |
| roughness | roughness 0.01 // 1.0=rough, 0.001=smooth [0.05] - alters specular highlighting |
| reflection | reflection 0.3 // amount of surface reflection (0...1) [0] |
| specular | specular 0.7 // use specular highlighting on surface (0...1) [0] // Note: size of hilight depends on roughness attribute |
| irid |
irid{ 0.4 // amount of iridescence saturation (0...1) [0] thickness 0.2 turbulence 0.7 } |
| phong | phong 0.8 // phong highlight |
| phong_size | phong_size 80 //(1...250) [40] 20=dull rubber, 40=plastic, 200=shiny glass |
| phong | specular 0.7 // use specular highlighting on surface (0...1) [0] // Note: size of hilight depends on roughness attribute |