
Reflective Plastic is suitable to simulate shiny or glossy surfaces from objects that are made of synthetic materials. It adds the ability to have a mirror image reflection of everything around on its surface.
Diffuse Color - This attribute defines the base color, the main characteristic of the material. Use the slider to change the brightness. Click the color field on the right to open the color chooser. Assigning a texture to the diffuse color projects it onto the surface. The appearance is a combination of the defined color and the assigned texture.
Specular Color - Sets the material’s color for surfaces specular reflections. Use the slider to change the brightness. Click the color field on the right to open the color chooser. Assigning a texture to the specular channel defines areas in which different specular intensities appear with the help of a texture. The specular color depends finally on both the defined color and the assigned texture file.
Reflectivity - Sets the specular reflection intensity when the surface normal is directly facing the viewer. The intensity of the reflection increases based on the Fresnel term when the angle between the viewer and the surface normal increases.
Fresnel Term Quality - The Fresnel Term describes the intensity of a reflection based on the viewing angle. The material reflectivity sets its intensity at normal incidence.
For further information on the Texture settings, refer to the Phong material Diffuse Texture section.
The specular texture settings are identical to the settings for the diffuse texture. The only difference is that the texture is loaded into the specular channel. For further information on the Texture settings, refer to the Phong material Diffuse Texture section.
For further information on the Texture settings, refer to the Phong material Bump Texture section.
For further information on the Incandescence, Transparency, Subsurface Scattering, Displacement, Raytracing, and Common settings, refer to the General Truelight Material Settings section.