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 The Refraction rollout is part of the Generic material's parameters.

Refraction

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Some options are available only in Advanced mode.

Refraction – Enables Refraction of the material.

Refraction Color – Specifies the refraction color. Note that the actual refraction color depends on the reflection color as well. For more information about refraction color, please see the Refraction Color Parameter example below.

Fog Color – Specifies the attenuation of light as it passes through the material. This option allows to simulate the fact that thick objects look less transparent than thin objects. Note that the effect of the fog color depends on the absolute size of the objects and is therefore scene-dependent unless the Fog Units Scaling is enabled. The fog color also determines the look of the object when using fog scattering. For more information, please see the Fog Color Parameter and Fog Multiplier Parameter examples below.

Fog Multiplier – Smaller values reduce the effect of the fog, making the material more transparent. Larger values increase the fog effect, making the material more opaque.

Fog Bias  – Changes the way the fog color is applied. Negative values make the thin parts of the objects more transparent and the thicker parts more opaque and vice-versa (positive numbers make thinner parts more opaque and thicker parts more transparent).

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. For more information, please see the Refraction IOR Parameter example below.

Refraction Glossiness – Specifies the sharpness of refractions. A value of 1.0 produces perfect glass-like refraction; lower values produce blurry or glossy refractions. Use the Subdivs parameter below to control the quality of glossy refractions. For more information, please see the Refraction Glossiness Parameter example below.

Affect Shadows – When enabled, the material casts transparent shadows, depending on the refraction color and the fog color. This only works with V-Ray shadows and lights.

Fog Units Scaling – When enabled, the fog color attenuation becomes dependent on the current system unit.

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.

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

Color Only – The transparency of the material affects only the RGB channel of the final render.
Color+Alpha
 – Causes the material to transmit 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
 – The transparency of the material affects all channels and render elements.

Trace Refractions – Enables/disables refraction tracing for the current material. The option disables only the refraction and not the transparent shadows. To make the shadows opaque, disable the Affect Shadows checkbox or set the Refraction Color to black.

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Example: Dispersion

 

This example demonstrates the Dispersion capabilities of the V-Ray material and the effect of the Abbe parameter.

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