OpenGL/VRML Materials

These numbers come from the OpenGL teapots.c demo, Silicon Graphics, Inc., 1994, Mark J. Kilgard. See also [1] and [2]

The numbers

Name Ambient Diffuse Specular Shininess
emerald 0.0215 0.1745 0.0215 0.07568 0.61424 0.07568 0.633 0.727811 0.633 0.6
jade 0.135 0.2225 0.1575 0.54 0.89 0.63 0.316228 0.316228 0.316228 0.1
obsidian 0.05375 0.05 0.06625 0.18275 0.17 0.22525 0.332741 0.328634 0.346435 0.3
pearl 0.25 0.20725 0.20725 1 0.829 0.829 0.296648 0.296648 0.296648 0.088
ruby 0.1745 0.01175 0.01175 0.61424 0.04136 0.04136 0.727811 0.626959 0.626959 0.6
turquoise 0.1 0.18725 0.1745 0.396 0.74151 0.69102 0.297254 0.30829 0.306678 0.1
brass 0.329412 0.223529 0.027451 0.780392 0.568627 0.113725 0.992157 0.941176 0.807843 0.21794872
bronze 0.2125 0.1275 0.054 0.714 0.4284 0.18144 0.393548 0.271906 0.166721 0.2
chrome 0.25 0.25 0.25 0.4 0.4 0.4 0.774597 0.774597 0.774597 0.6
copper 0.19125 0.0735 0.0225 0.7038 0.27048 0.0828 0.256777 0.137622 0.086014 0.1
gold 0.24725 0.1995 0.0745 0.75164 0.60648 0.22648 0.628281 0.555802 0.366065 0.4
silver 0.19225 0.19225 0.19225 0.50754 0.50754 0.50754 0.508273 0.508273 0.508273 0.4
black plastic 0.0 0.0 0.0 0.01 0.01 0.01 0.50 0.50 0.50 .25
cyan plastic 0.0 0.1 0.06 0.0 0.50980392 0.50980392 0.50196078 0.50196078 0.50196078 .25
green plastic 0.0 0.0 0.0 0.1 0.35 0.1 0.45 0.55 0.45 .25
red plastic 0.0 0.0 0.0 0.5 0.0 0.0 0.7 0.6 0.6 .25
white plastic 0.0 0.0 0.0 0.55 0.55 0.55 0.70 0.70 0.70 .25
yellow plastic 0.0 0.0 0.0 0.5 0.5 0.0 0.60 0.60 0.50 .25
black rubber 0.02 0.02 0.02 0.01 0.01 0.01 0.4 0.4 0.4 .078125
cyan rubber 0.0 0.05 0.05 0.4 0.5 0.5 0.04 0.7 0.7 .078125
green rubber 0.0 0.05 0.0 0.4 0.5 0.4 0.04 0.7 0.04 .078125
red rubber 0.05 0.0 0.0 0.5 0.4 0.4 0.7 0.04 0.04 .078125
white rubber 0.05 0.05 0.05 0.5 0.5 0.5 0.7 0.7 0.7 .078125
yellow rubber 0.05 0.05 0.0 0.5 0.5 0.4 0.7 0.7 0.04 .078125

How to use it

OpenGL

Multiply the shininess by 128!

  mat[0] = ambr;
  mat[1] = ambg;
  mat[2] = ambb;
  mat[3] = 1.0;
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat);
  mat[0] = difr;
  mat[1] = difg;
  mat[2] = difb;
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat);
  mat[0] = specr;
  mat[1] = specg;
  mat[2] = specb;
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat);
  glMaterialf(GL_FRONT, GL_SHININESS, shine * 128.0);

VRML97

Compute ambientIntensity as (0.212671*ambr + 0.715160*ambg + 0.072169*ambb)/(0.212671*difr + 0.715160*difg + 0.072169*difb)

Material {
  ambientIntensity  amb
  diffuseColor      difr digg difb
  specularColor     specr specg specb
  shininess         shine
}