// Custom materials for the home_room world. // Loaded via GAZEBO_RESOURCE_PATH (see run.sh, which adds the project dir so // Gazebo registers /media/materials/{scripts,textures}). // // Design goal: keep Gazebo's bundled textures (no extra files) but push the // look toward photorealism by adding (a) real specular highlights + shininess, // and (b) finer, anisotropically-filtered texture tiling. OGRE1 fixed-function // only (no PBR / normal maps) -- the realism comes from texture detail plus a // believable specular response to the ceiling lamps. // ---------------------------------------------------------------------------- // Muted oak floor: reuse Gazebo's hardwood texture but modulate it with a cool // grey so the bright orange reads as a desaturated, ordinary wood floor. Adds a // soft satin sheen (low spec, wide highlight) so the lamps reflect off it. material Home/MutedWoodFloor { technique { pass { ambient 0.46 0.46 0.46 1.0 diffuse 0.66 0.66 0.66 1.0 specular 0.10 0.10 0.09 18.0 texture_unit { texture hardwood_floor.jpg // blend 62% wood texture + 38% muted taupe-grey: keeps the wood grain // but desaturates the bright orange toward an ordinary, greyed floor colour_op_ex blend_manual src_texture src_manual 0.62 1.0 1.0 1.0 0.46 0.43 0.40 filtering anisotropic max_anisotropy 8 scale 0.34 0.34 } } } } // ---------------------------------------------------------------------------- // Warm matte interior paint. Real matte paint has no visible texture at room // scale, and tiling paintedWall.jpg over a 15 m wall produced glowing bands // under the warm lamps -- so this is a clean flat warm off-white, fully matte, // and lets the lighting do all the shading work. material Home/WallPaint { technique { pass { ambient 0.60 0.59 0.56 1.0 diffuse 0.74 0.72 0.68 1.0 specular 0.02 0.02 0.02 4.0 } } } // ---------------------------------------------------------------------------- // Exposed-brick accent wall. bricks.png tiled finer than the default, with a // little spec so mortar/edges catch the kitchen + living lamps. material Home/Brick { technique { pass { ambient 0.48 0.42 0.38 1.0 diffuse 0.78 0.66 0.58 1.0 specular 0.06 0.05 0.04 10.0 texture_unit { texture bricks.png filtering anisotropic max_anisotropy 8 scale 0.18 0.18 } } } } // ---------------------------------------------------------------------------- // Polished wood for furniture (tables, cabinets, bed frame, doors). Keep the // texture near full brightness (diffuse ~white) so the grain reads, and add a // tight glossy highlight so varnished surfaces pop under the lamps. material Home/WoodPolished { technique { pass { ambient 0.42 0.34 0.24 1.0 diffuse 0.82 0.74 0.62 1.0 specular 0.34 0.30 0.24 48.0 texture_unit { texture wood.jpg filtering anisotropic max_anisotropy 8 scale 0.7 0.7 } } } } // ---------------------------------------------------------------------------- // Ceiling plaster/tile -- subtle texture, fully matte, slightly warm so it // doesn't read as a flat grey lid. material Home/Ceiling { technique { pass { ambient 0.60 0.59 0.57 1.0 diffuse 0.86 0.85 0.82 1.0 specular 0.02 0.02 0.02 4.0 texture_unit { texture ceiling_tiled.jpg filtering trilinear scale 0.5 0.5 } } } }