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:
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].
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 |