Color – Specifies the refraction color of the material. Note that the actual refraction color depends on the reflection color as well. Refraction Glossiness – Controls the sharpness of refractions. A value of 1.0 means perfect glass-like refraction; lower values produce blurry or glossy refractions. Refraction IOR – 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 will not change direction. Affect Shadows – This parameter causes the material to cast 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. Simultaneous usage of both Caustics and Affects Shadows can be used for artistic purposes but does not produce a physically correct result. Refract Thin Walled – When enabled, the Fog Scattering 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. Translucency Translucency Type – Selects the algorithm for calculating translucency (also called sub-surface scattering). Note that refraction must be enabled for this effect to be visible. None – When selected, the only available parameters are the Fog color and Fog depth. Together with the Refraction color, they determine the attenuation of light as it passes through the material. In this mode, there is no subsurface scattering. Volumetric – Works together with the Refraction color to scatter light inside the object. It is useful for liquids and other highly transparent materials. The Refraction color and Refraction glossiness determine respectively how much of the interior of the object is visible and how rays interact with the object’s surface. SSS – Works independently of the Refraction color/Glossiness and is useful for skin, wax, marble and other relatively opaque materials. NoneFog color – The attenuation of light as it passes through the material. This option helps 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. Depth (cm) – Controls the strength of the fog effect. Higher values reduce the effect of the fog, making the material more transparent. Smaller values increase the fog effect, making the material more opaque. VolumetricSSS amount – Blends between full scattering and pure refraction. Scatter color – Controls the scattering. This parameter can be mapped with a texture. Fog color – Controls the absorption of the material. This parameter can be mapped with a texture. Depth (cm) – Controls the strength of the fog effect. Higher values reduce the effect of the fog, making the material more transparent. Smaller values increase the fog effect, making the material more opaque. SSSSSS amount – Blends between the diffuse color of the material and the SSS effect by reducing the diffuse component of the material and replacing it with the sub-surface scattering effect. SSS color – Determines the overall surface appearance. This parameter can be mapped with a texture. Scatter radius – Controls how far each of the red/green/components travels inside the volume. This parameter can be mapped with a texture. Scale (cm) – Controls the strength of the SSS effect. Refraction Advanced Trace Refractions – Enables refractions for the current material. Max Depth – The number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look correct. Affect Alpha – Allows the user to specify which channels are going to be affected by the transparency of the material. Color Only – The transparency affects only the RGB channel of the final render. Color+alpha – This will cause the material to transmit the alpha of the refracted objects, instead of displaying an opaque alpha. All channels – All channels and render elements are affected by the transparency of the material. Enable Dispersion – Enables the calculation of true light wavelength dispersion. Aberration – Allows the user to increase or decrease the dispersion effect. Lowering it widens the dispersion and vice versa. |