Material¶
Each object has a set of material properties which define its color, shininess, smoothness, and response to ambient, diffuse, and specular lighting. Currently, per-vertex coloration and texture mapping are not supported, although we plan to add support for them soon.
MaterialProperties¶
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class
meshrender.
MaterialProperties
(color=array([ 0.5, 0.5, 0.5]), k_a=1.0, k_d=1.0, k_s=1.0, alpha=1.0, smooth=False, wireframe=False)¶ Bases:
object
A set of material properties describing how an object will look.
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__init__
(color=array([ 0.5, 0.5, 0.5]), k_a=1.0, k_d=1.0, k_s=1.0, alpha=1.0, smooth=False, wireframe=False)¶ Initialize a set of material properties.
Parameters: - color ((3,) float) – The RGB color of the object in (0,1).
- k_a (float) – A multiplier for ambient lighting.
- k_d (float) – A multiplier for diffuse lighting.
- k_s (float) – A multiplier for specular lighting.
- alpha (float) – A multiplier for shininess (higher values indicate more reflectivity and smaller highlights).
- smooth (bool) – If True, normals will be interpolated to smooth the mesh.
- wireframe (bool) – If True, the mesh will be rendered as a wireframe.
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color
¶ (3,) float – The RGB color of the object in (0,1).
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k_a
¶ float – A multiplier for ambient lighting.
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k_d
¶ float – A multiplier for diffuse lighting.
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k_s
¶ float – A multiplier for specular lighting.
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alpha
¶ float – A multiplier for shininess.
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smooth
¶ bool – If True, indicates a smooth rather than piecewise planar surface.
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wireframe
¶ bool – If True, the mesh will be rendered as a wireframe.
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