Ambient light color.
Describes light that is present at all points of the surface, kind of like a background light.
The impact of ambient color on a surface is also affected by ambientReflection property.
The default setting is black.
// Example, white ambient light.
ambientColor: ColorRGBA(255, 255, 255)
Controls how much ambient light affects the color.
Value ranges from 0 to 1, where higher values correspond to reflecting more.
The impact of ambient color on a surface is also affected by ambientColor property.
The default value is 1.0
.
Controls how strongly the diffuse color is. Diffuse color is the color defined by user.
Value ranges from 0 to 1, where higher values correspond to reflecting more.
The default value is 1.0
.
Specular highlight shininess.
Describes how shiny the material surface is.
The impact of specular color on a surface is also affected by specularReflection and specularColor properties.
Value ranges from 1 to 64, where higher values correspond to being exponentially less shiny.
The default value is 32
.
Specular highlight color.
Describes light that is reflected from a shiny surface. Can be used to get a "shine" effect on surfaces.
The impact of specular color on a surface is also affected by specularReflection and shininess properties.
The default setting is white.
// Example, red specular light.
specularColor: ColorRGBA(255, 0, 0)
Controls specular reflection strength.
Describes how much the material reflects specular light.
The impact of specular color on a surface is also affected by shininess and specularColor properties.
Value ranges from 0 to 1, where higher values correspond to reflecting more.
The default value is 0.1
.
Interface for configuration properties of PhongShadingStyle.
// Example syntax, use Phong shading with specific configuration. pointSeries3D.setColorShadingStyle(new ColorShadingStyles.Phong({ // Add specular reflection for "highlight" effect. specularReflection: 0.5, specularColor: ColorRGBA(255, 255, 255), }))