MaterialProperty

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Here is some explanations about the various Material Property available in Nifskope ; and than you can find/apply to a mesh (3D model).


Ambient Color

Defined as: existing or present on all sides. The ambient color is radiant from all sides of the model equally.
The color is specified in HTML Notation in the value column.

Diffuse Color

Defined as: not concentrated or localized. The diffuse color will blend into the colors currently in the texture equally like a tinted film.
The color is specified in HTML Notation in the value column.

Specular Color

Defined as: of, relating to, or having the qualities of a mirror.
The specular color is emitted from the reflective surfaces of the model.
The color is specified in HTML Notation in the value column.

Emissive Color

Defined as: an act or instance of emitting. When in direct light or darkness, it's the color emitting from the model's surface like a glow.
The color is specified in HTML Notation in the value column.

Glossiness

A numerical value of gloss effect applied to the model.
The higher the value the greater the gloss effect is applied. Most general objects in Oblivion possess a base value of 10.

Alpha

Specifies the material's level of alpha/transparency in a numerical value.
A value of 1 means the object is not transparent.
A decrease in the value from 1 increases the object's alpha/transparency.
This floating variable requires the node NiAlphaController and NiAlphaProperty to correctly render transparency in the game environment.
It is used on objects such as ghost models and glass.

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