ambient

emissive

shininess

specular

ambient

Arguments
[gray][r g b]
Docstring
Sets the ambient reflectance for shapes drawn to the screen. This
is combined with the ambient light component of environment. The
color components set through the parameters define the
reflectance. For example in the default color mode, setting x=255,
y=126, z=0, would cause all the red light to reflect and half of the
green light to reflect. Used in combination with emissive, specular,
and shininess in setting the material properties of shapes.
Works only inside sketch functions?
Yes
Original Processing method
ambient()
Example
(q/background 0)
(q/camera 150 150 150 0 0 0 0 0 -1)
(q/ambient-light 255 127 127)
(q/ambient 255 127 0)
(q/box 100)
(q/translate 0 100 0)
(q/ambient 127)
(q/sphere 40)
try example

emissive

Arguments
[gray][r g b]
Docstring
Sets the emissive color of the material used for drawing shapes
drawn to the screen. Used in combination with ambient, specular, and
shininess in setting the material properties of shapes.

If passed one arg - it is assumed to be an int (i.e. a color),
multiple args are converted to floats.
Works only inside sketch functions?
Yes
Original Processing method
emissive()
Example
(q/background 0)
(q/camera 150 150 150 0 0 0 0 0 -1)
(q/ambient-light 255 127 127)
(q/emissive 0 0 255)
(q/box 100)
(q/translate 0 100 0)
(q/emissive (q/color 0 127 0))
(q/sphere 40)
try example

shininess

Arguments
[shine]
Docstring
Sets the amount of gloss in the surface of shapes. Used in
combination with ambient, specular, and emissive in setting
the material properties of shapes.
Works only inside sketch functions?
Yes
Original Processing method
shininess()
Example
(q/background 0)
(q/camera 150 150 150 0 25 0 0 0 -1)
(q/fill 127 0 255)
(q/no-stroke)
(q/light-specular 204 204 204)
(q/directional-light 102 102 102 -1 -1 -1)
(q/specular 255 255 255)
(q/shininess 2)
(q/sphere 50)
(q/translate 0 100 0)
(q/shininess 10)
(q/sphere 40)
try example

specular

Arguments
[gray][x y z]
Docstring
Sets the specular color of the materials used for shapes drawn to
the screen, which sets the color of hightlights. Specular refers to
light which bounces off a surface in a perferred direction (rather
than bouncing in all directions like a diffuse light). Used in
combination with emissive, ambient, and shininess in setting
the material properties of shapes.
Works only inside sketch functions?
Yes
Original Processing method
specular()
Example
(q/background 0)
(q/camera 150 150 150 0 25 0 0 0 -1)
(q/no-stroke)
(q/fill 0 51 102)
(q/light-specular 255 255 255)
(q/directional-light 204 204 204 -1 -1 -1)
(q/specular 255)
(q/sphere 50)
(q/translate 0 100 0)
(q/specular 204 102 0)
(q/sphere 40)
try example