mib_refract

 
 
 

Category: mental ray > Texture

Shader Family: Texture

Output: Color

This shader casts a refraction ray of a given color with an index of refraction, and merges the result with an input color. The indices of refraction can be computed with another base shader, such as mib_refraction_index, which is also stored back into the appropriate state variables. This can be used to add a refraction effect to a base shader that provides illumination.

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 the refraction is composited.

refract

An RGBA color that blends the refraction into the input. Transparent black returns the input color without casting a refracted ray; opaque white returns the refraction color without evaluating the input color.

ior

The ratio of the indices of refractions. This 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, it defaults to 1, which reduces refractivity to transparency.

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