Frosted Glass
material
A reflective refractive material using ray tracing.
See also: Materials , Reflect , Refract , How to use caustics
This material must have an Opacity (Of) of 1 for refractions to work correctly. The Alpha (Af) maybe be changed to suit compositing needs.
Parameters
Surface
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Attenuation Density |
This is the density of the material. A uniform density is assumed. If this value is greater than 0, the opacity falloff is calculated based on this density and the square of the distance the ray travels inside a refractive material. The larger this value, the higher the density of the material and the more opaque it will appear. Attenuation is only applied when the surface normal and the refracted ray point in opposing directions. |
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Attenuation Color |
This color tints the attenuated opacity. |
Diffuse
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Diffuse Intensity |
A multiplier for the diffuse contribution to the material. This value gives the glass a "milky" appearance. Values much greater than 0.5 will give the glass a solid appearance. For clear glass set this value to 0. |
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Diffuse Color |
This is the diffuse color. For this material, the diffuse is used to make the glass not totally clear. |
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Diffuse Roughness |
This is an exponent for Oren-Nayer diffuse. It controls the size or spread of the diffuse contribution. |
Specular
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Specular Intensity |
A multiplier for the specular contribution to the material. |
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Specular Color |
The specular highlight color. |
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Specular U Roughness |
This value controls the size or spread of the specular highlight. If Anisotropic is selected, this value controls the specular highlight in only the U direction. |
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Specular V Roughness |
If Anisotropic is selected, this value controls the specular highlight in only the V direction. It is ignored with any other specular function. |
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Specular Sharpness |
This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected. |
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Specular Type |
A selector for the specular function. Glossy is typically used to get the sharp highlight common to glassy surfaces. See specular for more information. |
Ray Trace
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Index of Refraction |
This value is the ratio of the speed of light in one medium, such as air, to that of another medium. This determines how much the ray bends as it passes from one material into another. Higher values tend to "push" the reflections towards the edges. The refractions are in the center. The expected value is Eta, which is 1/the index of refraction. |
Reflections
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Reflection Intensity |
A multiplier to dim or brighten the reflections. |
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Reflection Tint |
This is a tint color for reflections. |
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Jitter Amount |
This is a value between 0, no jitter and 1, maximum jitter. It controls how randomly the samples are distributed. |
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Ray Bias |
This is typically a small number used to help solve self-intersection issues. |
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Cone Angle |
This is size of the cone (in degrees) over which samples are distributed. Any number greater than zero, will blur the refractions. |
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Area Samples |
The number samples to calculate. The more samples, the better the quality, the slower the render. |
Refractions
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Refraction Intensity |
This is a multiplier to dim or brighten the refractions. |
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Refraction Tint |
This is a tint color for the refractions. This is color is also known as the transmission color. Use this to color the glass or water. A little color goes a long way, so something very pale (desaturated) might be be best to start. |
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Jitter Amount |
This is a value between 0, no jitter and 1, maximum jitter. It controls how randomly the samples are distributed. |
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Ray Bias |
This is typically a small number used to help solve self-intersection issues. |
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Cone Angle |
This is size of the cone (in degrees) over which samples are distributed. Any number greater than zero, will blur the refractions. |
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Area Samples |
The number samples to calculate. The more samples, the better the quality, the slower the render. |
Environment Map
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Environment Map |
If there is the path to a texture here and ray trace is turned off, then this map is used to calculate the reflection contribution. If ray trace is on and there is a texture, then the texture color is returned, when the ray does not hit anything. Without a texture here, the Background Color is returned when the ray misses. It is recommended to have a texture path in this slot. The background image as a texture is a good choice to start. |
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Transform Space |
The reflection ray used to do the look up in the map is transformed into this space. See envmap for more information. |
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Background Color |
This color is returned when the ray does not hit anything and there is no environment map specified. |
Lighting Effects
Shadows
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Shadow Color |
This value is used to tint the color of the shadow cast by the glass. |
Caustics
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Do Faux Caustics |
If the box is checked, a slight trick is played on the shadow value to give a caustic effect. If using PBR, turn this off, as PBR will automatically generate correct caustics. |
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Minimum Shadow Intensity |
This value is the minimum value of the shadow when Faux Caustics are turned on. These values should be changed to suit the thickness of the object and the implied transparency of the material. |
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Maximum Shadow Intensity |
This value is the maximum value of the shadow when Faux Caustics are turned on. These values should be changed to suit the thickness of the object and the implied transparency of the material. |
Properties
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Reflect Limit |
This limits the number of bounces for a reflection ray. Larger numbers equal longer rendering time and may not improve the images. See render properties for more information. |
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Refract Limit |
This limits the number of bounces for a reflection ray. Larger numbers equal longer rendering time and may not improve the images. See render properties for more information. |