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Reflect – Specifies the amount of reflection and the reflection color. Note that the reflection color dims the diffuse surface color based on the Energy preservation mode option option. This parameter can be mapped with a texture in the Maps rollout. For more information, see the Reflection Color example below.

Glossiness – Reflection glossiness. Controls the sharpness of reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections. For more information, see the Reflection Glossiness example below. If BRDF is set to Use roughness, this option becomes Reflection roughness. See V-Ray Roughness for more information.

Fresnel reflections – When enabled, the reflection strength becomes dependent on the viewing angle of the surface. Some materials in nature (glass, etc.) reflect light in this manner. Note that the Fresnel effect depends on the index of refraction as well.

Fresnel IOR – Specifies the IOR to use when calculating Fresnel reflections. Normally this is locked to the Refraction IOR parameter, but it can be unlocked for finer control. This parameter can be mapped with a texture in the Maps rollout.  For more information, see the Fresnel Option example below.

Metalness – Controls the reflection model of the material from dielectric (metalness 0.0) to metallic (metalness 1.0). Note that intermediate values between 0.0 and 1.0 do not correspond to any physical material. This parameter can be used with PBR setups coming from other applications. The reflection color should typically be set to white for real world materials. For more information, see Understanding Metalness blog post. For a list of metal shaders' IOR, see the Metal Shaders IOR page.

Max depth – Specifies the number of times a ray can be reflected. Scenes with lots of reflective and refractive surfaces may require higher values to look right. For more information, see the Reflection Depth example below.

Reflect on back side – When enabled, reflections are computed for back-facing surfaces too. Note that this affects total internal reflections too (when refractions are computed).

Dim distance – Specifies the distance after which the reflection rays are not traced.

Dim fall off – Specifies the fall off radius for the dim distance. 

Affect channels – Allows you to specify which channels are affected by the reflection of the material.

Color only – The reflection affects only the RGB channel of the final render.
Color+alpha – The material transmits the alpha of the reflected objects instead of displaying an opaque alpha.
All channels – All channels and render elements are affected by the reflections of the material. 

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When selecting the Affect All channels option, be aware that the information of the respective component affects all render elements, therefore the Back to Beauty composition will not match the RGB result from the renderer.

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Refract – Specifies the amount of refraction and the refraction color. Any value above zero enables refraction. Note that the actual refraction color depends on the the Reflect color as well. This parameter can be mapped with a texture in the Maps rollout. For more information, see the Refraction Color example below.

Glossiness – Controls the sharpness of refractions. A value of 1.0 means perfect glass-like refraction; lower values produce blurry or glossy refractions. For more information, see the Refraction Glossiness example below.

IOR – Specifies the index of refraction for the material, which describes the way light bends when crossing the material surface. A value of 1.0 means the light does not change direction. This parameter can be mapped with a texture in the Maps rollout. For more information, see the Refraction IOR example below.

Abbe number – Increases or decreases the dispersion effect. Enabling this option and lowering the value widens the dispersion and vice versa. For more information, see the Abbe Number example below.

Affect Channels – Specifies which channels are affected by the transparency of the material.

Color Only – The transparency affects only the RGB channel of the final render.
Color+alpha – The material transmits the alpha of the refracted objects instead of displaying an opaque alpha. Note that currently, this works only with clear (non-glossy) refractions.
All channels – All channels and render elements are affected by the transparency of the material.

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When selecting the Affect All channels option, be aware that the information of the respective component affects all render elements, therefore the Back to Beauty composition will not match the RGB result from the renderer.

Max depth – Specifies the number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look right. For more information, see the Refraction Depth example below.

Affect shadows – When enabled, the material casts transparent shadows to create a simple caustic effect dependent on the refraction color and the fog color. For accurate caustic calculations, disable this parameter and instead enable Caustics in the GI tab. Simultaneous usage of both Caustics and Affects Shadows can be used for artistic purposes but do not produce a physically correct result. This only works with V-Ray shadows and lights.

Thin-walled – (intended for single-surface transparent materials) When enabled and the Translucency mode is set to SSS, it simulates thin translucent surfaces such as soap bubble, leaves, curtains, etc. The SSS color defines the backside color, while the SSS amount controls the translucency effect.

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