Dielectric

 
 
 

Category: Processing > Raytracing

Shader Family: Surface Material

Output: Color

Returns the "reflection intensity" or "refraction intensity" of a surface. It is based on Snell's law regarding the intersection of a ray with a perpendicular surface.

Lets you simulate glass/water reflection/refraction. For example, when near the shore of a lake, the water closest to you is transparent, since your eyes are perpendicular to the water. If you look at the water near the horizon, it reflects the sky because your eyes' direction is nearly parallel to the water's surface.

Name

The shader's name. Enter any name you like, or leave the default.

Mode

Output Reflection Energy: Returns the reflection intensity of an object.

Output Refraction Energy: Returns the refraction intensity of an object.

Exponent

Controls the thickness of the chosen Mode (above) and its defined energy (below).

Reflection Energy

Defines the reflection's intensity.

Refraction Energy

Defines the refraction's intensity.

Index of Refraction

Defines the object's index of refraction. Controls the bending of light through a transparent material. Defines the index of refraction, which varies according to the nature of the material. (The refractive index of glass is roughly 1.33.)

Render Tree Usage

Used to control the Transparency parameter of a surface shader, usually Phong, to create realistic glass or water. In addition, try connecting another Dielectric shader to the Reflection input, so each parameter can be controlled separately.