Category: mental ray > Materials
Shader Family: Surface Material
Output: Color
This shader provides a variation of refraction with the addition of specularity (Snell's law). This shader computes only the
refraction part of a dielectric material: highlights are done by other illumination nodes.
|
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.
|
|
The color onto which you can composite the refraction.
|
|
Specifies the outside absorption coefficients of the surface.
|
|
Blends the refraction onto the input. A value of 0.0 returns the input color without casting a refracted ray; a value of 1.0
returns the refraction color without evaluating the input color.
|
|
The ratio of the indices of refractions, which is the index of the object being entered divided by the index of the object
being exited. This controls the outgoing ray direction. If this value is 0.0, 1.0 is used, which reduces refractivity to transparency.
|