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. »