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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D: Controlling appearance<br />

Specular Light<br />

Specular light means light that is reflected from a mirror-like surface. (The Latin word for “mirror” is “specularis”).<br />

Specular highlights are created by interaction between a light and a shader. All lights except ambient lights have a<br />

specular property. This is set to TRUE by default. If you set it to FALSE for a particular light, that light stops being<br />

“shiny”. It will not create any specular highlights on any shiny objects.<br />

Directional lights, point lights, and spot lights all send out rays of light that have a direction. These types of light can<br />

produce both diffuse light and specular light. The color and intensity of the diffuse light for a given surface depends<br />

only on the angle that the surface makes to direction of the light's rays. For specular light, the angle of observation is<br />

also important. Specular light requires more calculations. It simulates the shininess of objects, and so makes them look<br />

more real.<br />

Specular light does not make objects look more three-dimensional. If your 3D movie is running on a slow computer,<br />

you can save processor cycles by:<br />

Setting individual light objects so that they trigger no specular calculations<br />

Setting individual shaders not to react to specular light<br />

Using specular light<br />

To get specular light to work in Shockwave 3D, several conditions need to be met:<br />

At least one light in the scene must have its light.specular property set to TRUE (the specular property of ambient<br />

lights is ignored).<br />

The shader must have a non-zero value for its shader.shininess property.<br />

The shader's shader.specular color must have a non-zero value for all channels (red, green and blue).<br />

The model must be oriented so that the rays of light from the specular light source bounce from at least one of the<br />

model's faces into the camera.<br />

Note: If you use a color such as rgb("#FF00000") instead of rgb("#FF0101") for the shader's specular property, the specular<br />

feature will no longer function. All color channels (red, green and blue) for the shader's specular property must have a<br />

non-zero value.<br />

Shininess<br />

If a shader's shininess property is set to 0 specular highlights do not appear. If you set its shininess value is set to 1, the<br />

shader will show a large highlit area. Increasing the value to a maximum of 100 will in fact decrease the area of the<br />

highlight.<br />

Performance<br />

Calculating the shape and position of specular highlights requires significant computer processing power. If you are<br />

delivering an application for low-end computers, consider limiting your use of specular highlights.<br />

Shaders and appearance modifiers<br />

A shader is a programming object that defines how the surface of a 3D model appearance reacts to virtual lights.<br />

Shaders define the model’s surface colors and reflectivity. You can use just one shader or more than one. Each mesh<br />

in a model resource can have its own shader. For example, a box may have six different shaders, one for each mesh (a<br />

box is actually composed of six plane meshes carefully arranged).<br />

Last updated 8/26/2011<br />

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