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 mirrorreflection 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 mirrorreflection 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[0] or Specularity[Black], and specifies no specular reflection.
  • Specularity directives do not affect specifications from Glow or RGBColor.


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Basic Examples  (3)

A typical specular color:

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Specify the specular exponent:

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Specify the color of specularity:

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Scope  (1)

Applications  (1)

Properties & Relations  (5)

Possible Issues  (1)

Neat Examples  (1)

See Also

Lighting  RGBColor  Glow  ColorFunction

Introduced in 2007