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Next: 10.9 Anisotropic Lighting Up: 10.8 Choosing Material Properties Previous: 10.8.1.4 Other Materials   Contents

10.8.2 Modeling Material Smoothness

As mentioned before, the apparent smoothness of a material is a function of how strongly it reflects and the size of the specular highlight. This is affected by the overall magnitude of the GL_ AMBIENT, GL_ DIFFUSE and GL_ SPECULAR parameters, and the value of GL_ SHININESS. Here are some heuristics that describe useful relationships between the magnitudes of these parameters:

  1. The spectral color of the GL_ AMBIENT and GL_ DIFFUSE parameters should be the same.
  2. The magnitudes of GL_ DIFFUSE and GL_ SPECULAR should sum to a value close to one. This helps prevent color value overflow.
  3. The value of GL_ SHININESS should increase as the magnitude of GL_ SPECULAR approaches one.

No promise is made that these relationships, or the values in Table 7 will provide a perfect imitation of a given material. The empirical model used by OpenGL emphasizes performance, not physical exactness.

For an excellent description of material properties, see [48].


Table 7: Parameters for Common Materials
Material GL_ AMBIENT GL_ DIFFUSE GL_ SPECULAR GL_ SHININESS
Brass 0.329412 0.780392 0.992157 27.8974
  0.223529 0.568627 0.941176  
  0.027451 0.113725 0.807843  
  1.0 1.0 1.0  
Bronze 0.2125 0.714 0.393548 25.6
  0.1275 0.4284 0.271906  
  0.054 0.18144 0.166721  
  1.0 1.0 1.0  
Polished 0.25 0.4 0.774597 76.8
Bronze 0.148 0.2368 0.458561  
  0.06475 0.1036 0.200621  
  1.0 1.0 1.0  
Chrome 0.25 0.4 0.774597 76.8
  0.25 0.4 0.774597  
  0.25 0.4 0.774597  
  1.0 1.0 1.0  
Copper 0.19125 0.7038 0.256777 12.8
  0.0735 0.27048 0.137622  
  0.0225 0.0828 0.086014  
  1.0 1.0 1.0  
Polished 0.2295 0.5508 0.580594 51.2
Copper 0.08825 0.2118 0.223257  
  0.0275 0.066 0.0695701  
  1.0 1.0 1.0  
Gold 0.24725 0.75164 0.628281 51.2
  0.1995 0.60648 0.555802  
  0.0745 0.22648 0.366065  
  1.0 1.0 1.0  
Polished 0.24725 0.34615 0.797357 83.2
Gold 0.2245 0.3143 0.723991  
  0.0645 0.0903 0.208006  
  1.0 1.0 1.0  
Pewter 0.105882 0.427451 0.333333 9.84615
  0.058824 0.470588 0.333333  
  0.113725 0.541176 0.521569  
  1.0 1.0 1.0  



Material GL_ AMBIENT GL_ DIFFUSE GL_ SPECULAR GL_ SHININESS
Silver 0.19225 0.50754 0.508273 51.2
  0.19225 0.50754 0.508273  
  0.19225 0.50754 0.508273  
  1.0 1.0 1.0  
Polished 0.23125 0.2775 0.773911 89.6
Silver 0.23125 0.2775 0.773911  
  0.23125 0.2775 0.773911  
  1.0 1.0 1.0  
Emerald 0.0215 0.07568 0.633 76.8
  0.1745 0.61424 0.727811  
  0.0215 0.07568 0.633  
  0.55 0.55 0.55  
Jade 0.135 0.54 0.316228 12.8
  0.2225 0.89 0.316228  
  0.1575 0.63 0.316228  
  0.95 0.95 0.95  
Obsidian 0.05375 0.18275 0.332741 38.4
  0.05 0.17 0.328634  
  0.06625 0.22525 0.346435  
  0.82 0.82 0.82  
Pearl 0.25 1.0 0.296648 11.264
  0.20725 0.829 0.296648  
  0.20725 0.829 0.296648  
  0.922 0.922 0.922  
Ruby 0.1745 0.61424 0.727811 76.8
  0.01175 0.04136 0.626959  
  0.01175 0.04136 0.626959  
  0.55 0.55 0.55  
Turquoise 0.1 0.396 0.297254 12.8
  0.18725 0.74151 0.30829  
  0.1745 0.69102 0.306678  
  0.8 0.8 0.8  
Black 0.0 0.01 0.50 32
Plastic 0.0 0.01 0.50  
  0.0 0.01 0.50  
  1.0 1.0 1.0  
Black 0.02 0.01 0.4 10
Rubber 0.02 0.01 0.4  
  0.02 0.01 0.4  
  1.0 1.0 1.0  


next up previous contents
Next: 10.9 Anisotropic Lighting Up: 10.8 Choosing Material Properties Previous: 10.8.1.4 Other Materials   Contents
2001-01-10