Properties of materials:
● Name:
When a material is created, it is named automatically (consisting of the word Material and
an individual serial number), but this name can be modified later at any time. It is worth
while giving a tell-tale name easy to identify, as there are several places where materials
have to be identified and selected by their names.
● Diffuse R,G,B
The diffuse (basic) color of the material in 8-bit RGB values.
● Specular R,G,B
Color of the light spot shining on the material, given in 8-bit RGB. The color of Specular is
added to Diffuse, this is how the color of the light spot is achieved. If Specular is black
(RGB 0,0,0), there is no light spot, so the color of the object is determined only by the
Diffuse color.
● Shininess
Basically it determines the size of the light spot so as to imitate shiny, metallic surfaces.
Its value ranges between 1 and 128, the lower the number the bigger the light spot of the
surface, though this is also influenced by the Specular color.
The final color of the objects depends not only on the Diffuse and Specular colors and on
Shininess, but also on lighting and the lights used. If there is no light, in spite of setting
nice and bright colors, the object will remain dark.
● Transparency:
Transparency can be set for an Object but also for the Material, between 0 and 1 (0 being
totally transparent and 1 totally opaque). Transparency of the Object and that of the
Material are added (mathematically it means multiplication; a half transparent Object
together with a half transparent Material will be 25 % opaque and 75% transparent).
● Reflectivity:
If the material is assigned to a reflective mirror, the reflectivity of the mirror is set with this
property. Minimum value is 0 (no reflections at all), the maximum is 1 (the mirror will
reflect 100% of the light).
● Affected by lights:
Even if the lights are switched off, they do not affect the appearance, objects “covered”
with this material will show a uniform Diffuse color with no shading.
● Enable Texture Array:
This is a very useful setting for clones. For example if you want to display the end result
table of a sport competition, you have several different flags according to the natonality of
the competitors. Still, this is easy to do in Nemo, you only need cloned Rectangle
Primitives, one material and a texture array which contains all the image files
representing the flags of the countries. See later in detail.
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