Category: Processing > Raytracing
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.
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