| Refraction
Category: Processing > Raytracing
Shader Family: Texture
Output: Color
Calculates diffuse reflections off a surface. Instead of perfect reflections (like a mirror), diffuse reflections break up
the reflected colors on a surface, like brushed metal. Multiple jittered reflection rays are cast and the result is combined
into the final "reflected color."
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The shader's name. Enter any name you like, or leave the default.
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Reflection
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Specifies the surface color. These values are combined with the reflection color according to the reflection parameter.
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Specifies the reflection intensity for each color channel (RGB -- reflection of each color is controlled separately instead
of a single scalar "reflectivity" control).
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Switches on raytraced reflection and uses the scene's environment map(s).
Uses the present environment shaders.
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Deprecated.
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Uses the alpha channel, instead of the RGB channels, to control the reflection intensity.
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Gloss
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Specifies how glossy or diffuse the reflection is. Higher values make the reflection more diffuse but require higher sampling
counts to remove the noise effect.
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Specifies the number of times the reflection is sampled. Higher glossy values require more sampling and will take longer to
render.
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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.