Refraction Diffuse
 
 
 

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."

Name

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

Refraction

Input

Specifies the surface color. These values are combined with the refraction color according to the Refraction parameter (below).

Refraction

Specifies the refraction intensity for each color channel (RGB — refraction of each color is controlled separately instead of a single scalar "transparency" control).

Index of Refraction

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.

Maximum Depth

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.

Alpha

Uses the alpha channel, instead of the RGB channels, to control the refraction intensity.

Gloss

Glossy

Specifies how glossy or diffuse the transparency is. Higher values make the transparency more diffuse but require higher sampling counts.

Samples

Specifies the number of times the transparency is oversampled. Higher glossy values require more sampling.

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.