These are bright spots which appear when light coming directly from a light source reflects off a smooth surface. This can be simulated by
finish { ... phong P phong_size S [metallic] ... }where specifies the amount by which the light is saturated by the surface color (1 means complete saturation). The phong_size is inverse proportional to the size of the highlight.
The formula for the corresponding light intensity is
An alternative method (which is better on low viewing angles) is
finish { ... specular P roughness R [metallic] ... }where specifies the amount by which the light is saturated by the surface color. (1 is complete saturation). The roughness is proportional to the size of the highlight.
The optional keyword metallic
gives the object a more metallic appearance.
Andreas Kriegl 2003-07-23