Material properties, one at a time

Material component stack

The large sphere on the left carries the material you are editing. The small grey sphere beside it is a witness — it never changes. Turn the four material colours on and off to build the final image one term at a time, and note what happens to the witness when you add emission. Hover the scene to probe any surface point.

Scene hover to probe
Hover a surface to read its terms
left sphere — your material right sphere — fixed grey witness emission — off
Ambient
ma ⊙ la
Diffuse
md ⊙ ld max(0, N·L)
Specular
ms ⊙ ls max(0, R·V)mh
Emission
me — added, never cast
Probe point
N · L there
Sum before clamp
Final RGBA
Building the image one term at a time each panel adds the next component
Ambient only
flat, shapeless
+ Diffuse
form appears
+ Specular
surface finish
+ Emission
glow, no spill

Ambient alone gives a silhouette with no shape, because it does not depend on the normal at all. Diffuse is what makes the sphere read as round. Specular says what the surface is made of. Emission only brightens the object itself — compare the floor underneath it in the last two panels.

Material colours
Ambient ma
Diffuse md
Specular ms
Emission me
Surface
32
1.00

Alpha is the fourth number in the diffuse colour array, and it is the only alpha OpenGL 1.1 uses. Drop it and the witness sphere and floor start showing through.

Light
Ambient la
Diffuse ld = ls
-34°
46°
Emission is not a light source
Emission adds colour to the surface it belongs to and stops there. The sphere looks like it is glowing, but it contributes nothing to any other surface — no bounce onto the floor, no highlight on the witness sphere, no shadow softening. That is why a glowing object in a fixed-function scene almost always needs a real GL_LIGHT placed inside it as well, doing the actual illuminating.