This material must have an Opacity (Of) of
refractions to work correctly. The Alpha (
Af) maybe be changed
to suit compositing needs.
A multiplier for the specular contribution to the material.
The specular highlight color.
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.
If Anisotropic is selected, this value controls the specular highlight
in only the V direction. It is ignored with any other specular function.
A selector for the specular function. Glossy is typically used to get the sharp highlight common to glassy surfaces. See specular for more information.
A multiplier to dim or brighten the reflections.
This is a tint color for reflections.
This is a multiplier to dim or brighten the refractions.
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.
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.
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.
The reflection ray used to do the look up in the map is transformed into this space. See envmap for more information.
This color is returned when the ray does not hit anything and there is no environment map specified.
Blur, Density, Shadow
This is typically a small number used to help
solve self-intersection issues.
This is a value between 0, no jitter and 1, maximum jitter. It controls how randomly the samples are distributed.
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.
This color tints the attenuated opacity.
This parameter is used by the PBR renderer.
This is size of the cone (in degrees) over which samples are distributed. Any number greater than zero, will blur the refractions.
The number samples to calculate. The more samples, the better the quality, the slower the render.
The color to use when computing shadow rays.
The amount of white water to mix in to the liquid. This is an isotropic shader so adds all lights regardless of direction. A point attribute called whitewater can be used to control this on per point basis.
White Water Color
The color of the white water. Since all lights contribute equally, this might need to be reduced from white to 50% grey to avoid blowing out.