Controlling appearance with materials
shiny.wrl
#VRML V2.0 utf8
#
# shiny.wrl
# Shiny spheres
# by David R. Nadeau
#
# This world creates a set of spheres, each given a different set of
# material attributes. The attributes illustrate creation of metalic
# surfaces by using the specularColor, shininess, and ambientIntensity
# fields along with the standard diffuseColor field.
#
# Aluminum
Transform {
translation -2.0 1.0 0.0
children [
Shape {
appearance Appearance {
material Material {
ambientIntensity 0.3
diffuseColor 0.3 0.3 0.5
specularColor 0.7 0.7 0.8
shininess 0.1
}
}
geometry Sphere { }
}
]
}
# Copper
Transform {
translation 0.0 1.0 0.0
children [
Shape {
appearance Appearance {
material Material {
ambientIntensity 0.26
diffuseColor 0.3 0.11 0.0
specularColor 0.75 0.33 0.0
shininess 0.08
}
}
geometry Sphere { }
}
]
}
# Gold
Transform {
translation 2.0 1.0 0.0
children [
Shape {
appearance Appearance {
material Material {
ambientIntensity 0.4
diffuseColor 0.22 0.15 0.0
specularColor 0.71 0.7 0.56
shininess 0.16
}
}
geometry Sphere { }
}
]
}
# Metalic Purple
Transform {
translation -2.0 -1.0 0.0
children [
Shape {
appearance Appearance {
material Material {
ambientIntensity 0.17
diffuseColor 0.1 0.03 0.22
specularColor 0.64 0.0 0.98
shininess 0.2
}
}
geometry Sphere { }
}
]
}
# Metalic Red
Transform {
translation 0.0 -1.0 0.0
children [
Shape {
appearance Appearance {
material Material {
ambientIntensity 0.15
diffuseColor 0.27 0.0 0.0
specularColor 0.61 0.13 0.18
shininess 0.2
}
}
geometry Sphere { }
}
]
}
# Plastic Blue
Transform {
translation 2.0 -1.0 0.0
children [
Shape {
appearance Appearance {
material Material {
ambientIntensity 0.1
diffuseColor 0.20 0.2 0.71
specularColor 0.83 0.83 0.83
shininess 0.12
}
}
geometry Sphere { }
}
]
}