VRML II Part 2 - PowerPoint PPT Presentation

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VRML II Part 2

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... a shape based on specular reflection, meaning that light ... The shininess Field defines the size of specular reflection. Low values -- shiny appearance ... – PowerPoint PPT presentation

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Title: VRML II Part 2


1
VRML II - Part 2
  • Color and Texture

2
Overview
  • Customizing the color of shapes using the
    Appearance and Material nodes
  • Mixing red , green, blue light
  • Creating dull, shiny, glowing, and transparent
    surfaces
  • Wrapping images around shapes using the Texture
    node (Andi)
  • Texture mapping with images, movies, and raw
    pixel data (Andi)
  • Using the texture node to control texture mapping
  • (Andi)

3
Appearance of a shape
You can change the appearance of a shape by using
three nodes. Appearance exposedField SFNode
material NULL exposedField SFNode
texture NULL exposedField
SFNode textureTransform NULL
4
Material Node
Material exposedField SFColor diffuseColor
0.8 0.8 0.8 0,1 exposedField SFFloat
ambientIntensity 0.2 0,1 exposedField
SFColor emissiveColor 0 0 0
0,1 exposedField SFFloat shininess 0.2
0,1 exposedField SFColor specularColor
0 0 0 0,1 exposedField SFFloat
transparency 0 0,1
5
Material Node Diffuse Color
  • Material
  • exposedField SFColor diffuseColor 0.8 0.8 0.8
    0,1 R G B
  • The diffuse color field sets the basic color for
    an object
  • It accepts 3 floating point values which are
    based on the RGB color model

6
Red - Green - Blue Color
7
Example Diffuse Color VRML V2.0 utf8 Shape
appearance Appearance material Material
diffuseColor 0 1 0 geometry Cone
8
Material Node Ambient Intensity
  • Material
  • exposedField SFFloat ambientIntensity 0.2
    0,1
  • It is used to control how much or how little
    light is reflected by the surface of a shape

9
Shiny Surface
  • Material
  • exposedField SFColor specularColor 0 0
    0 0, 1
  • exposedField SFFloat shininess 0.2
    0, 1
  • The specularColor Field is to alter the surface
    properties of a shape based on specular
    reflection, meaning that light will be reflected
    in a specific direction
  • The shininess Field defines the size of specular
    reflection. Low values --gt shiny appearance
  • High values --gt dull appearance

10
Metal, Plastic, and Glass Surface
  • By combining the Material nodes diffuse color,
    specular color and Shininess fields in various
    ways you can create metallic, plastic, and glass
    surfaces.

11
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12
VRML V2.0 utf8 Shape appearance Appearance
material Material diffuseColor 0.37 0.37
0.37 specularColor 0.89 0.89 0.13 shininess
0.13 geometry Cone
13
Material Node Glowing Colors
Material exposedField SFColor emissiveColor
0.8 0.8 0.8 0, 1
  • It accepts three floating point numbers to
    describe the RGB color model.
  • 0 is used to specify no glowing light for a given
    color while 1 specifies the highest possible
    amount.

14
Example 1.Diffuse Color VRML V2.0 utf8 Shape
appearance Appearance material Material
diffuseColor 1 1 0 geometry Sphere
Presentation
2.emissiveColor VRML V2.0 utf8 Shape
appearance Appearance material Material
emissiveColor 1 1 0 geometry Sphere
Presentation
15
Material Field Transparency
  • Material
  • exposedField SFFloat transparency 0
    0, 1
  • Values closer to 1 introduce more transparency to
    a shape by allowing more light through it, while
    a value of 1 creates shapes that are completly
    transparent.

16
Example VRML V2.0 utf8 Transform translation
0 0 4 children Shape appearance Appearance
material Material diffuseColor 0 1
0 transparency 0.75 geometry Cone
Shape appearance Appearance material Material
diffuseColor 1 1 1 geometry Cylinder
Example
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