Default Phong Model
Last updated
Last updated
This model represents the standard Phong model, characterized by a shiny surface marked by pinpointed highlights. It allows for selecting and editing:
Diffuse Color
, Texture
, and Blending
Specular Color
, Texture
, and Blending
Normal Mapping
as well as tweaking Shininess
and Emissiveness
.
All these Attributes are described in greater detail below.
This Attribute provides the Name
of the Material as well as the Shading model
type. It also sets the Alpha
value if it is toggled on.
The Alpha
channel is additional to the RGB channels and adds a kind of transparency to the object by mixing the background and foreground colors. For example, if the Alpha
value is set to 0.5, then this would result in a 50% mix of the object and its background, providing a somewhat see-through quality.
Color
of Diffuse
sets the base diffuse color of the model.
Texture
takes any image to add any desired visual information.
Using Blending
, the Texture
and Color
are combined. If Blending
is set to 1 then 100% of the Texture
is displayed on the Object. If 0.5, then it displays a 50/50 ratio of Texture
and Color
.
A normal is a line perpendicular to the surface of some object. Normal mapping distorts these normals and simulates a surface with light and shadow, even if the object surface itself is flat. This is only possible with a light source. The Normal Map
sets this surface and Use Normal Map
toggles it on and off.
Specular
is the point of reflection of the light source.
Color
sets the color of it.
Texture
takes any image to add any desired visual information.
Using Blending
, the Texture
and Color
are combined. If Blending
is set to 1 then 100% of the Texture
is displayed on the Object. If 0.5, then it displays a 50/50 ratio of Texture
and Color
.
Shininess
determines how 'shiny' a Material will be. This means that the higher the value, the 'harder' the surface looks at the smaller the reflection of light.
Emissiveness
influences the color of items around an Object, simulating a light source. For example, the lights of a car combined with higher emissiveness will show a stronger glow on the surrounding car parts, with th car light's color interacting with its surroundings as well.