| Colour |
Obvious really. A 24 bit colour value in the form R,
G, B. |
| Luminosity |
Values between 0 and 100%. Luminosity is the property of the surface to
illuminate itself rather than be affected by the lights in the scene. |
| Diffusity |
Values between 0 and 100%. The diffuse level deals with the ability of a
surface to scatter the light it receives. The lower the diffuse level, the darker the
surface appears. |
| Specularity |
Values between 0 and 100%. Higher specular levels give more prominent
highlights (in the colour of the light source causing the highlight). |
| Glossiness |
Settings include Low, Medium, High and Maximum. Glossiness affects the
size of the specular highlight. Low glossiness gives broad, soft highlights, whereas
Maximum glossiness gives a very small, brilliant highlight. |
| Transparency |
Values between 0 and 100%. 100% transparency removes all opacity from a
surface. |
| Additive |
The colour of the shaded surface is added to the colours behind it. For
example, a black object with additive properties rendered on a white backdrop would not be
seen. A 50% grey object with additive properties rendered on a 50% grey backdrop would
appear white. A white object with additive properties rendered on a white backdrop would
not be seen. |
| Neon glow |
The surface has a glowing aura around it in the colour of the colour
channel. The glow is an additive effect and its intensity is a value between 0 and 100% |
| Transparent edges |
The surface is gradually faded to 100% transparency at its edges. |
| Double sided |
The surface is treated as if the polygons have two surface normals, and so
are rendered both when facing towards and away from the camera. |
| Cubic mapping |
The renderer applies the texture map in all three axes, depending upon the
direction of an individual polygon's surface normal. |