• SurfaceColor[dcol] is a three-dimensional graphics directive which specifies that the surfaces which follow should act as diffuse reflectors of light with a color given by dcol.
• SurfaceColor[dcol, scol] specifies that a specular reflection component should be included, with a color given by scol.
• SurfaceColor[dcol, scol, n] specifies that the reflection should occur with specular exponent n.
• SurfaceColor directives give surface properties which determine the effect of simulated illumination on polygons and other surfaces.
directives can appear inside FaceForm
• If no SurfaceColor
directive is given, surface are assumed to be white diffuse reflectors of light, obeying Lambert's law of reflection, so that the intensity of reflected light is
times the intensity of incident light, where
is the angle between the direction of the incident light and the surface normal. When
, there is no reflected light.
specifies that surfaces should act as diffuse reflectors, but with albedo a
. The intensity of reflected light is therefore a
times the intensity of the incident light, multiplied by
, and is of the same color.
• SurfaceColor[RGBColor[r, g, b]]
specifies that the red, green and blue components of the reflected light should be respectively r
times those of the incident light, multiplied by
• The second element in SurfaceColor[dcol, scol]
specifies a specular reflection component. scol
must be a GrayLevel
specification. The color components of scol
give the fractions of each color component in the incident intensity which are reflected in a specular way by the surface.
• The parameter n
gives the specular exponent. The intensity of specularly reflected light at angle
from the mirror-reflection direction falls off like
increases. It is zero when
• For real materials, n is typically between about 1 and a few hundred. With a coarse polygonal mesh, however, values of n below 10 are usually most appropriate. The default value for n is 1.
implements a version of the Phong lighting model, in which the intensity of reflected light is given schematically by
• The intensities of light from diffuse and specular reflection are added linearly for each color component. The final color shown for a particular polygon is the sum of contributions from each light source, and from ambient light.
does not apply to Line
• New in Version 2.