Animation: Creating More Materials Application of Bitmaps
- Bitmaps can be applied to a wide range of material properties:
- Ambient: It can define the ambient colour of a material.
- Diffuse: It can define the diffuse colour of a material.
- Specular: It can define the specular highlights of a material.
- Shininess: It can control the shininess of a material. Greyscale is used to control where shininess or specular highlights appear.
- Shininess Strength: The strength of shininess can be controlled by the greyscale of a bitmap.
- Self-Illumination: It defines where an object appears self-illuminated.
- Opacity: It is used to contol which part of an object is transparent and which is not.
- Filter Colour: This is used in conjunction with Opacity to control the filtering of background colours.
- Bump: This can control what part of the object is shaded ore shadowed.
- Reflection: This is used to simulate the reflection of the surrounding environment.
- Refraction: This is used to define how refaction occurs according to the shape of the geometry