mib_dielectric

 
 
 

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.

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

input

The color onto which you can composite the refraction.

absorb

Specifies the outside absorption coefficients of the surface.

refract

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.

ior

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.

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