| Refraction
Category: Processing > Raytracing
Shader Family: Texture
Output: Color
Calculates diffuse reflections off a surface. Instead of perfect reflections (like a mirror), diffuse reflections break up
the reflected colors on a surface, like brushed metal. Multiple jittered reflection rays are cast and the result is combined
into the final "reflected color."
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The shader's name. Enter any name you like, or leave the default.
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Reflection
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Specifies the surface color. These values are combined with the reflection color according to the reflection parameter.
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Specifies the reflection intensity for each color channel (RGB -- reflection of each color is controlled separately instead
of a single scalar "reflectivity" control).
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Switches on raytraced reflection and uses the scene's environment map(s).
Uses the present environment shaders.
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Maximum ray depth to which this effect is active. Because this effect can increase render time, you may want it visible for
primary rays but not for higher ray depths (e.g., when the surface is being viewed in a reflection or through a transparency).
If the raydepth exceeds this "max depth" setting, then glossy will be set to 0 and samples will be 1; the surface will behave
as a basic, non-blurred reflection.
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Uses the alpha channel, instead of the RGB channels, to control the reflection intensity.
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Gloss
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Specifies how glossy or diffuse the reflection is. Higher values make the reflection more diffuse but require higher sampling
counts to remove the noise effect.
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Specifies the number of times the reflection is sampled. Higher glossy values require more sampling and will take longer to
render.
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Render Tree Usage
Use this shader to either alter an input color value (surface shader, image clip, texture), affect a specific color parameter
(diffuse, transparency, specular), or both.