Category: mental ray > Texture
Shader Family: Texture
Scalar and Boolean
This shader determines whether the ray is entering or leaving the object it has hit, based on a scan of parent rays. It is
not based on the normal vector, which can be unreliable with certain types of geometry. The index of refraction ratio (outgoing
divided by incoming) is returned. As a side effect, both incoming and outgoing indices of refraction are stored in the state
( and , respectively), and the current volume shader becomes the refraction volume if the ray is entering.
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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 index of refraction of the material that the ray has hit. It describes the optical properties of the object the ray is
entering or leaving, and is returned as the new index of refraction if the ray is found to be entering the object.
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Output Ports
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The returned refraction index ratio, ready for use by refracting or dielectric base shaders.
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Is true if the ray is entering the object. Most shaders do not need to know this, but it makes this base shader more versatile.
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