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Moritz Geometry Editor


Material Colors


The OpenGL terminology for the colors and shininess of an object is material properties. We use the same terminology regardless of whether an object's color is set by individual cell, MCNP material, or some other quantity such as importance.

At present, the setting of individual ambient, diffuse, and specular colors and the shininess is on a per MCNP material basis. These quantities are set on the Material property sheet. When 3D objects are colored by cell color, the relative contributions of the three colors are adjusted to be the same as the material colors and the material shininess is used.

Unless otherwise specified, the color components and shininess are derived from the values set on the Default 3D Colors property page. Cells and materials carry a color that is used in the 2D plots. These colors are either explicitly assigned (e.g. by the QP command) or taken from the list of cycle colors. The RGB components of the 3D ambient, diffuse, and specular colors are set to the RGB components of the 2D colors multiplied by the factors on the property page.


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