04: surfaces & sound

surface nodes

Appearance{} : the place to define materials and textures
Material{} : provides parameters to control surface properties of the shape
example: [»]

lighting nodes

DirectionalLight{} : straight parallel beams simulate a distant source [»]
PointLight{} : rays emanate from a central point, like an exposed bulb [»]
SpotLight{} : casts a cone of light [»]

vrml lighting model

ideally, lighting values would be calculated per pixel (Phong shading). Most commonly, though, browsers calculate lighting values at vertices, and interpolate them across the face of a polygon (Gouraud shading). This has significant implications for hilights:

lighting considerations

lighting examples

sound nodes

Sound{} : orients and shapes the sound space
AudioClip{} : the actual sound and its pitch
cortona will play  mp3, wav, midi

visualizing sound

two ellipsoids; within the inner limit volume is 100%. Beyond the outer limit volume is 0%. Between the inner and outer limits, volume changes linearly from 100% to 0%:

ambient sound

to create sound that can be heard everywhere in the scene regardless of position or orientation (like a movie sound track):

directional sound

to add sound effects that should seem attached to an object or place in the scene:

sound considerations

sound examples