Category: mental ray > Texture
Shader Family: Texture
Output: Color
This shader casts a refraction ray of a given color with an index of refraction, and merges the result with an input color.
The indices of refraction can be computed with another base shader, such as mib_refraction_index, which is also stored back into the appropriate state variables. This can be used to add a refraction effect to a base shader
that provides illumination.
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The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.
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The color onto which the refraction is composited.
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An RGBA color that blends the refraction into the input. Transparent black returns the input color without casting a refracted
ray; opaque white returns the refraction color without evaluating the input color.
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The ratio of the indices of refractions. This is the index of the object being entered divided by the index of the object
being exited. This controls the outgoing ray direction.
If this value is 0, it defaults to 1, which reduces refractivity to transparency.
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