--- # SPDX-License-Identifier: LGPL-2.1-or-later # *************************************************************************** # * * # * Copyright (c) 2023 David Carter * # * * # * This program is free software; you can redistribute it and/or modify * # * it under the terms of the GNU Lesser General Public License (LGPL) * # * as published by the Free Software Foundation; either version 2 of * # * the License, or (at your option) any later version. * # * for detail see the LICENCE text file. * # * * # * This program is distributed in the hope that it will be useful, * # * but WITHOUT ANY WARRANTY; without even the implied warranty of * # * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * # * GNU Library General Public License for more details. * # * * # * You should have received a copy of the GNU Library General Public * # * License along with this program; if not, write to the Free Software * # * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 * # * USA * # * * # *************************************************************************** AppearanceModel: Name: "Basic Rendering" UUID: 'f006c7e4-35b7-43d5-bbf9-c5d572309e6e' URL: '' Description: "default rendering model" DOI: "" AmbientColor: DisplayName: "Ambient Color" Type: 'Color' Units: '' URL: '' Description: > Defines the color of a surface under indirect, uniform lighting, representing how it appears when illuminated only by ambient light in a scene, without directional light, shading, or highlights DiffuseColor: DisplayName: "Diffuse Color" Type: 'Color' Units: '' URL: '' Description: > Defines the base color of a surface when illuminated by light. It represents how the object scatters light evenly in all directions, independent of the viewer’s angle. This property will influence the material color the most. EmissiveColor: DisplayName: "Emissive Color" Type: 'Color' Units: '' URL: '' Description: > Defines the color of a surface that appears to emit as if it were a light source, independent of external lighting, making the object look self-illuminated. Set to black to have no emissive color. Shininess: Type: 'Float' Units: '' URL: '' Description: > Defines the size and sharpness of specular highlights on a surface. Higher values produce small, sharp highlights, while lower values create broad, soft highlights. Note that the highlight intensity is defined by specular color." SpecularColor: DisplayName: "Specular Color" Type: 'Color' Units: '' URL: '' Description: > Defines the color and intensity of the bright, mirror-like highlights that appear on shiny or reflective surfaces when light hits them directly. Set to bright colors for shiny objects. Transparency: Type: 'Float' Units: '' URL: '' Description: > Defines how much light passes through an object, making it partially or fully see-through