The Ambient color reflection intensity constant of the material.
Diffuse color of the material.
The name of the diffuse map used by the material. The actual texture must be defined in ModelData.textures.
The emissive color of the material. Emissive Color is solid and unaffected by other lightning.
The Illumination Mode of the material.
The used primitive type to render the model geometry.
The name of the normal map used by the material. The actual texture must be defined in ModelData.textures.
The opacity of the material determines how much this material dissolves into the background. The value must be between 0.0 (completely transparent) and 1.0 (fully opaque).
The used pointSize in pixels to render when mode is set to "Points".
The shininess of the material determines how shiny the specular highlights are rendered. A higher value results in a sharper, more focused highlight, while lower values cause the highlight to become more blown out. The value range is from 0 to 1000.
Specular defines the specular highlight color of the material.
The name of the specular map used by the material. The actual texture must be defined in ModelData.textures.
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The Material to render the model/geometry using the Phong reflection model.