SoMaterial¶
-
InventorModule
¶ genre InventorNodesAutomatic
author Silicon Graphics Inc
package MeVisLab/Standard
definition inventor.def keywords color
Purpose¶
This node defines the current surface material properties for subsequent shapes. SoMaterial
sets components of the current material during traversal.
To bind materials to shapes, use an SoMaterialBinding
node.
The GUI of the module is a MaterialEditor MDL control which shows the parameters of the node. Internally the Inventor node supports multiple materials as the fields are vector fields. The GUI editor only allows to edit the first material, but you can use scripting to set multiple materials. An alternative for setting multiple colors is to use a SoVertexProperty
node instead.
The MaterialEditor panel of the module is named “_materialeditor”. If you want to show it via a MDL Panel control, you can do so by specifying “window = _materialeditor” in the Panel control.
Parameter Fields¶
Field Index¶
Ambient Color : Vector3List |
Diffuse Color : Vector3List |
Emissive Color : Vector3List |
Shininess : DoubleList |
Specular Color : Vector3List |
Transparency : DoubleList |
Visible Fields¶
Ambient Color¶
-
name:
ambientColor
, type:
Vector3List
, default:
0.200000002980232 0.200000002980232 0.200000002980232
¶ Ambient color of the surface.
Diffuse Color¶
-
name:
diffuseColor
, type:
Vector3List
, default:
0.800000011920929 0.800000011920929 0.800000011920929
¶ Diffuse color(s) of the surface.
Specular Color¶
-
name:
specularColor
, type:
Vector3List
, default:
0 0 0
¶ Specular color of the surface.
Emissive Color¶
-
name:
emissiveColor
, type:
Vector3List
, default:
0 0 0
¶ Emissive color of the surface.
Shininess¶
-
name:
shininess
, type:
DoubleList
, default:
0.200000002980232
¶ Shininess coefficient of the surface. Values can range from 0.0 for no shininess (a diffuse surface) to 1.0 for maximum shininess (a highly polished surface).
Transparency¶
-
name:
transparency
, type:
DoubleList
, default:
0
¶ Transparency value(s) of the surface. Values can range from 0.0 for opaque surfaces to 1.0 for completely transparent surfaces. If the transparency type is
SoGLRenderAction::SCREEN_DOOR
then only the first transparency value will be used. With other transparency types, multiple transparencies will be used, if the SoMaterial node contains as many transparencies as diffuse colors. If there are not as many transparencies as diffuse colors, only the first transparency will be used.