Category: Processing > Raytracing
Shader Family: Surface Material
Output: Color
Returns the "reflection intensity" or "refraction intensity" of a surface. It is based on Snell's law regarding the intersection
of a ray with a perpendicular surface.
Lets you simulate glass/water reflection/refraction. For example, when near the shore of a lake, the water closest to you
is transparent, since your eyes are perpendicular to the water. If you look at the water near the horizon, it reflects the
sky because your eyes' direction is nearly parallel to the water's surface.
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The shader's name. Enter any name you like, or leave the default.
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Returns the reflection intensity of an object.
Returns the refraction intensity of an object.
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Controls the thickness of the chosen Mode (above) and its defined energy (below).
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Defines the reflection's intensity.
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Defines the refraction's intensity.
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Defines the object's index of refraction. Controls the bending of light through a transparent material. Defines the index
of refraction, which varies according to the nature of the material. (The refractive index of glass is roughly 1.33.)
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Render Tree Usage
Used to control the Transparency parameter of a surface shader, usually Phong, to create realistic glass or water. In addition,
try connecting another Dielectric shader to the Reflection input, so each parameter can be controlled separately.