Documentation
A component for representing translucent solid objects with glossy reflections, such as frosted glass. Light is refracted as it enters and leaves the material, and the refracted light is blurred based on the material's roughness. Light can be absorbed within the body of the material to give a thickness-dependent color tint; however, there is no subsurface scattering.
A color tint that will be applied to both reflections and transmitted light. This can be a single color value or a texture map.
Input: Color or Map
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Controls the size of glossy highlights. Higher values will make reflections and refracted light appear more blurred.
Input: 0.0 – 1.0 or Map
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Controls the color of the inside of the material. Light passing through the material will be absorbed gradually, based on this color. The thicker the object, the more light will be absorbed. A pure white color means there will be no absorption; a pure black color means all light is absorbed as soon as it enters the material. This must be a single color value, it cannot be a texture map or noise function.
Input: Color
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This value, in meters, controls the overall strength of the subsurface absorption effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will be attenuated by the AbsorptionColour each time that it travels this distance through the material.
Range: 0.0 – ∞
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Index of Refraction.
Range: 0.0 – 50.0
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Base
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