// control an object's surface finish finish { ambient 0.1 // ambient surface reflection color [0.1] // (---diffuse lighting---) diffuse 0.6 // amount [0.6] brilliance 1.0 // tightness of diffuse illumination [1.0] // (---phong highlight---) //phong 0.5 // amount [0.0] //phong_size 40 // (1.0..250+) (dull->highly polished) [40] // (---specular highlight---) //specular 0.5 // amount [0.0] //roughness 0.05 // (~1.0..0.0005) (dull->highly polished) [0.05] // (---phong and specular---) //metallic [Amount] // give highlight color of surface // (---reflection---) /* reflection { //0.0 // minimal reflection value (for variable reflection) 1.0 // reflection amount (maximum for variable reflection) //fresnel on // realistic variable reflection //falloff 1.0 // falloff exponent for variable reflection //exponent 1.0 // influence surface reflection characteristic //metallic 1.0 // tint reflection in surface color }*/ //conserve_energy // more realistic // (---others---) //crand 0.2 // randomly speckle the surface [0.0] /* irid { // Iridescence (Newton's thin film interference) 0.25 // intensity //thickness 0.0 // film's thickness [0.0] //turbulence 0.3 // film's thickness turbulence }*/ } // finish