is a graphics directive which specifies that surfaces of 3D graphics objects which follow are to be taken to have specularity s.
uses specular exponent n.
- Specularity is added to diffuse reflection and glow components to determine the final rendered color of a surface. »
- With specularity s, a surface is taken to specularly reflect a fraction s of light that falls on it from simulated light sources.
- The specular exponent n defines how sharply the intensity of reflected light falls off away from the mirror‐reflection direction. »
- The default specular exponent is 1.5. Higher values lead to more sharply defined reflections, typical of shinier materials. Values above 10 produce definite "specular highlights".
- The intensity of simulated light at an angle from the mirror‐reflection direction is taken to be . When , the intensity is zero.
- Specularity[s] takes the reflected light to have the same color as the incident light from light sources.
- Specularity[col] specifies that the RGB components of the incident light should be multiplied by the RGB components of col. »
- Specularity[s] is equivalent to Specularity[GrayLevel[s]]. »
- Specularity is equivalent to Specularity or Specularity[Black], and specifies no specular reflection.
- Specularity directives do not affect specifications from Glow or RGBColor.
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Introduced in 2007