| Render Tree Usage
Category: Processing > Raytracing
Shader Family: Texture
Output: Color
Casts a transparency ray of a given intensity and merges the result with the input color. No refraction is computed. It is
equal to index of refraction = 1.0 in the Phong surface shader.
This node is used to make an object transparent, and Global Ray depth will affect this node. At 0, no transparency is computed.
For refraction capability, refer to the Refraction shader.
|
The shader's name. Enter any name you like, or leave the default.
|
|
Specifies the input color of the object surface, similar to constant illumination.
|
|
Specifies the color of object(s) seen through the transparent surface. The transparent color returned will then be blended
with the input color.
|
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.