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.

Attributes

Material

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

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

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 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

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

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