1. Color on and Ambient on 2. Highlight on 3. Reflection on and Ray trace on 4. Transparency: Glass on, Reflection: Ray trace on 5. Reflection: Fresnel on and Ray trace on 6. Transparency: Refraction on, Reflection: Fresnel off and Ray trace on 7. Transparency: Refraction on, Reflection: Fresnel on and Ray trace on 8. Reflection on and Ray trace off 9. Transparency: Glass on, Reflection: Ray trace off 10. Casts shadows onto invisible surfaces illum 2 Texture maps Textured materials use the same properties as above, and additionally define texture maps. Below is an example of a common material file. See the full Wavefront file format reference for more details. newmtl Textured Ka 1.000 1.000 1.000 Kd 1.000 1.000 1.000 Ks 0.000 0.000 0.000 d 1.0 illum 2 # the ambient texture map map_Ka lemur.tga # the diffuse texture map (most of the time, it will be the same as the # ambient texture map) map_Kd lemur.tga # specular color texture map map_Ks lemur.tga # specular highlight component map_Ns lemur_spec.tga # the alpha texture map map_d lemur_alpha.tga # some implementations use 'map_bump' instead of 'bump' below map_bump lemur_bump.tga # bump map (which by default uses luminance channel of the image) bump lemur_bump.tga # displacement map disp lemur_disp.tga # stencil decal texture (defaults to 'matte' channel of the image) decal lemur_stencil.tga Texture map statements may also have option parameters (see full spec). # texture origin (1,1,1) map_Ka -o 1 1 1 ambient.tga # spherical reflection map refl -type sphere clouds.tga Texture options -blendu on | off # set horizontal texture blending (default on) -blendv on | off # set vertical texture blending (default on) -boost float_value # boost mip-map sharpness -mm base_value gain_value # modify texture map values (default 0 1) # base_value = brightness, gain_value = contrast -o u [v [w]] # Origin offset (default 0 0 0) -s u [v [w]] # Scale (default 1 1 1) -t u [v [w]] # Turbulence (default 0 0 0) -texres resolution # texture resolution to create -clamp on | off # only render texels in the clamped 0-1 range (default off) # When unclamped, textures are repeated across a surface, # when clamped, only texels which fall within the 0-1 # range are rendered. -bm mult_value # bump multiplier (for bump maps only) -imfchan r | g | b | m | l | z # specifies which channel of