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is a graphics directive which specifies that surfaces of 3D graphics objects which follow are to be taken to have specularity s.
Specularity[s, n]
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 theta from the mirror-reflection direction is taken to be cos^n(theta). When theta>90° 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.  »
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