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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Deprecated.
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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.