#VRML V2.0 utf8 #
##ex-appearance2.wrl # - using spot light (just to illuminate the sphere at 0,0,0) # examples of VRML appearance (just material) # note that the definition of a material and/or an appearance # lits the shape #backgroung Background { skyColor 1 1 1 } # Camera Viewpoint { position 0 8 16 orientation 1 0 0 -0.24 fieldOfView 0.785398 } # Illumination SpotLight { ambientIntensity 0 #; no ambient attenuation 1 0 0 #; no attenuation beamWidth 1. color 1 1 1 #; white cutOffAngle .785 direction 0 0 -1 intensity .3 location 0 1 3 on TRUE radius 3 #; try here 0 and 100 to see the difference } # REFERENCE SPHERE - no surface properties (everything = 0) # no modification in relation to example 1 Transform { translation 0 4 -4 children [ Shape { geometry Sphere { radius 2} appearance Appearance { material Material { ambientIntensity 0. diffuseColor 0 0 0 emissiveColor 0 0 0 shininess 0 specularColor 0 0 0 transparency 0 } } } ] } # LEFT SPHERE (it is a pure diffuse sphere without the # specular and emissive components). # no modification in relation to example 1 Transform { translation -6 0 0 children [ Shape { geometry Sphere { radius 2} appearance Appearance { material Material { ambientIntensity 0. diffuseColor 1 0 0 emissiveColor 0 0 0 shininess 0 specularColor 0 0 0 transparency 0 } } } ] } # CENTRAL SPHERE # Look the effect of having a SpotLight. Compare to example 1 Transform { translation 0 0 0 children [ Shape { geometry Sphere { radius 2 } appearance Appearance { material Material { ambientIntensity 0. specularColor 1 0 0 shininess 0.5 transparency 0 } } } ] } # RIGHT SPHERE (it is a pure emissive box, without diffuse and # specular color components). # no modification in relation to example 1 Transform { translation 6 0 0 children [ Shape { geometry Sphere { radius 2} appearance Appearance { material Material { ambientIntensity 0. diffuseColor 0 0 0 emissiveColor 1 0 0 shininess 0 transparency 0 } } } ] } #