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VRML II dull

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posted:
12/3/2011
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VRML II - Part 2



Color and Texture

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)

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

}

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]

}

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

Red - Green - Blue Color

R G B Resulting color

1 0 0 All red

0 1 0 All Green

0 0 1 All Blue

1 1 0 Yellow

0 1 1 Cyan

1 0 1 Magenta

0 0 0 All black

1 1 1 All White

.75 0 0 Light red

.25 0 0 Dark red

Example: Diffuse Color



#VRML V2.0 utf8

Shape {

appearance Appearance {

material Material {

diffuseColor 0 1 0

}

}

geometry Cone {}

}

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

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 --> shiny appearance

High values --> dull appearance

Metal, Plastic, and Glass

Surface

By combining the Material node`s diffuse color, specular

color and Shininess fields in various ways you can create

metallic, plastic, and glass surfaces.

Surface diffuseColor SpecularColor shininess

Aluminium .37 .37 .37 .89 .89 .89 .13





Blue .20 .20 .20 .85 .85 .85 .15

Plastic

Cooper .30 .10 .00 .75 .30 .00 .08





Gold .49 .34 0.0 .89 .79 0.0 .13





Red Alloy .34 0.0 .34 .84 0.0 0.0 .12





Red Onyx 0.0 0.0 0.0 .72 .72 .72 .18

#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 {}

}

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.

Example:

1.Diffuse Color: 2.emissiveColor:

#VRML V2.0 utf8 #VRML V2.0 utf8

Shape { Shape {

appearance Appearance { appearance Appearance {

material Material { material Material {

diffuseColor 1 1 0 emissiveColor 1 1 0

} }

} }

geometry Sphere {} geometry Sphere {}

} }

Presentation:

Presentation:

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.

Example:

#VRML V2.0 utf8



Transform { Shape {

translation 0 0 4 appearance Appearance {

children [ material Material {

Shape { diffuseColor 1 1 1

appearance Appearance { }}

material Material { geometry Cylinder {}

diffuseColor 0 1 0 }

transparency 0.75

}

}

geometry Cone {}

}]}

Example:



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