Materials in VRML consist of the following properties:
Only one material can be applied to each object. If you need to apply a different material to part of an object then you must split those faces off using the PEP Editor to create a separate object.
back to top | return to Edit Appearances
| The simplest way to add a material (and the best starting point) is to
select the object then choose a pre-defined material from the Material
Palette (which is the default palette in the Property Inspector).
Activate the Material Palette with the |
![]() |
back to top | return to Edit Appearances
|
Once you've selected a material you can make changes to its properties
with the Material Editor. Activate the Material Editor with
the To make changes, adjust the intensity sliders or type a number between 0.0 and 1.0 into the corresponding text box. To change the Diffuse, Specular and Emissive colours, place a tick in the boxes you wish to alter then select a colour from the colour wheel. |
![]() |
back to top | return to Edit Appearances
Download and unzip the following file (using WinZip) into the relevant folder of your working directory.
models_raw.zip (39Kb)
This file contains:
- camera_raw.wrl
- battery_raw.wrl
- memstick_raw.wrl
back to top | return to Edit Appearances
|
Firstly left click For simplicity this entire tutorial will be using only one viewport. |
|
| This is our starting point - a raw 3D model ready for materials, textures and other surface attributes. | ![]() |
|
To take a better look at the model hold down the spacebar, left click and drag in the 3D window.
Alternatively you can use the Rotate icon For a more info on manipulating your view refer to the Cosmo Worlds Videos. |
![]() |
|
Zoom into the lens The keyboard shortcut for Zooming is:
|
![]() |
|
To smooth out the model firstly select all the objects in the scene. Select Menu > Select All or
|
![]() |
|
In the Property Inspector click the Faceset Properties
tab Drag the Crease Angle slider towards Smooth until the number reads about 39. Notice how the model is now smooth, yet we haven't added polygons. We've simply changed the way in which the existing polygons are rendered. This is what is called Gouroud Shading. |
![]() |
|
The camera is comprised of a number of separate objects. We need to select each one and assign a colour to it. Left click to select the main camera body The DynaBox object manipulator will appear, surrounding the object. |
![]() |
|
Select the Material Palette tab Select the aluminium material as shown. |
![]() |
| The material is assigned to the part. | ![]() |
|
You can assign materials to a number of objects at a time by holding
down Select the parts shown and then apply the same material as above. Hint: You will have to manipulate your view using Zoom
Note: the DynaBox only surrounds the last selected object. Previous objects in the current selection set are indicated by a blue bounding box.
|
![]() |
|
Select the areas shown and apply the black material in the artdeco palette.
|
![]() |
| Likewise with the areas on the back of the camera. | ![]() |
| Select both the battery cover and the memory stick cover on either side
of the camera and click Hide Selection |
![]() |
|
Apply the same black to the geometry you've just exposed then click Show
All Hint: Hiding and showing objects is a good habit to get into. When your scenes become more complex, hiding objects will improve performance while you're developing. |
![]() |
|
We're now going to create a chrome material and apply it to the geometry shown (as well as the buttons on the back).
|
![]() |
| Select a the base metal shown then click on the Material Editor
|
![]() |
|
Adjust the material's properties to approximate the shininess of chrome. Note: chrome is difficult to mimic accurately as it is almost 100% reflective and VRML does not support reflection maps. |
![]() |
| Make the remaining geometry (lens glass, LCD glass and 2 small LEDs on the back) a very shiny black ie. set both Specular and Shininess to 1. | ![]() |
| Feel free to experiment with materials | ![]() |
| Click here to view what the VRML model should look like at this stage. |
back to top | return to Edit Appearances