These options determine the transparency of materials. (For example, glass is more transparent.) Hardware rendered materials with colored transparency and a strong diffuse color can exhibit dramatically different color results when semi-transparent. To work around this, use either 100% transparency or grayscale diffuse colors in hardware rendering. Ray Tracing will render colored semi-transparency correctly.
Click the color swatch to change the color. For details on how to use the Color window to choose a color, see Change colors. Use the slider to adjust the transparency setting. Move it to the right for more transparency and move it to the left for more opaqueness.
If you have used an image map in the Color parameters and if that image has an alpha channel, click this button to use that alpha channel to control the surface transparency.
Using the alpha from the color image file helps you keep the color and transparency maps aligned. As you move the color map, the transparency map will stay aligned with the color map pattern.
Use a unique image as a transparency map.
Transparency maps determine which parts of an object are opaque and which parts are transparent. They can be used for materials with holes punched out such as a metal grill or perforated rubber. Darker areas of the transparency map produce an opaque material, while brighter areas create a more transparent appearance.
For details on how to use these controls, see Use image maps.
Material transparency properties that are unique to the Ray Tracing display and rendering mode. These settings will have no effect on the material when viewed in Hardware rendering mode.
Refraction is respected by geometry environments, but not scale-independent (backdrop) environments. In other words, if your scene contains glass with refractive properties, the portion of a geometry environment behind that glass would be distorted due to the refraction. A scale-independent environment would not be distorted. For accuracy, use real-world values (such as 1.56 for glass, and 2.2 for diamonds) whenever possible. Refractive indices are common to all materials, and lists of real-world values can be found on the internet very easily.
Simulate Thickness will "shift" the rays passing through the object to show refraction and absorption as if there was a second, identical surface at the specified depth behind the actual transparent surface. However, the ray tracing effects will not be as accurate with simulated thickness as they would be with true thickness. This simulation looks best when adding very small amounts of thickness to single surfaces, such as windows.
Note: Artifacts can appear in Ray Tracing when simulate thickness is used and the surface actually has true, modeled thickness, or the amount of simulated thickness extends "into" a nearby object or the ground plane. In these cases, it is better to use an accurate model with the thickness built into it.