Category: Processing > Raytracing
Shader Family: Texture
Output: Color
Calculates diffuse refractions from an object's surface. Instead of perfect refractions (like those occurring off a smooth
window), diffuse reflections break up the colors that refract off a textured surface like frosted glass. Multiple jittered
refraction rays are cast, and the result is combined into the final "refracted color."
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The shader's name. Enter any name you like, or leave the default.
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Refraction
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Specifies the surface color. These values are combined with the refraction color according to the Refraction parameter (below).
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Specifies the refraction intensity for each color channel (RGB — refraction of each color is controlled separately instead
of a single scalar "transparency" control).
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Controls the index of refraction, which determines the direction of the incoming ray. The IOR is typically set to 1.0 for
air, 1.33 for water, and 1.52 for glass.
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Maximum ray depth to which this effect works. Because this effect can take longer to render, 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 ray depth 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-diffuse reflection.
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Uses the alpha channel, instead of the RGB channels, to control the refraction intensity.
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Gloss
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Specifies how glossy or diffuse the transparency is. Higher values make the transparency more diffuse but require higher sampling
counts.
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Specifies the number of times the transparency is oversampled. Higher glossy values require more sampling.
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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.