# Phong Model

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.

![](https://1553081948-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FU990HLHWA30dTfELtDUK%2Fuploads%2Fgit-blob-9c450dd3d512e61276f6afacfc1f0d74b4583e56%2Fphongmodel120241.png?alt=media)

## Attributes

### Material

![Material](https://1553081948-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FU990HLHWA30dTfELtDUK%2Fuploads%2Fgit-blob-2f665784a50b3795c71755dcf760ff134787062b%2Fphongmodelmat1.png?alt=media)

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.

### Diffuse

![Diffuse](https://1553081948-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FU990HLHWA30dTfELtDUK%2Fuploads%2Fgit-blob-a03d80965014c72fc6d13a7a212f4cf95206d17c%2Fphongmodel320241.png?alt=media)

`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`.

### Normals

![Normals](https://1553081948-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FU990HLHWA30dTfELtDUK%2Fuploads%2Fgit-blob-62202c8b7c7de4c0d8a95b2f949c441b5b90b93f%2Fphongmodel4.png?alt=media)

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

![Specular](https://1553081948-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FU990HLHWA30dTfELtDUK%2Fuploads%2Fgit-blob-dc02fda9cd3ab29eea380cd86bf2b93da55abd76%2Fphongmodel520241.png?alt=media)

`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`.

### Tweak

![Tweak](https://1553081948-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FU990HLHWA30dTfELtDUK%2Fuploads%2Fgit-blob-2f00473cf566d6d3084259cda31d5227b403c688%2Fphongmodel620241.png?alt=media)

`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.

### Property Names

It is possible to hover over each **Attribute** and access their property names to be used in code or **Nodes**. A complete list of these names is as follows:

* `Use Alpha`: use\_alpha
* `Alpha`: alpha
* `Color` (Diffuse): diffuse\_color
* `Texture` (Diffuse): diffuse\_map
* `Blending` (Diffuse): diffuse\_map\_blending
* `Use Normal Map`: use\_normal\_map
* `Normal Map`: normal\_map
* `Color` (Specular): specular\_color
* `Texture` (Specular): specular\_map
* `Blending` (Specular): specular\_map\_blending
* `Shininess`: shininess
* `Emissiveness`: emissiveness


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://docs.incari.com/incari-studio/modules/material-editor/phong-model.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
