material
Material {
exposedField SFFloat ambientIntensity 0.2
exposedField SFColor diffuseColor 0.8 0.8 0.8
exposedField SFColor emissiveColor 0 0 0
exposedField SFFloat shininess 0.2
exposedField SFColor specularColor 0 0 0
exposedField SFFloat transparency 0
}
- Think of as an OpenGL material
- diffuseColor is what we consider the colour of the object
- Use emmisiveColor for light bulbs and stained glass windows but remember
to put a real light source inside them
- Transparency is often approximated to on or off by browsers - beware!
Example