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Apply fake caustics to the shadows of a surface. Intended to be plugged into the opacity input of a Mtlx Standard Surface. This node will output a different opacity value based on whether or not the ray used is a shadow ray. Due to limitations in the MaterialX surface node implementation, this only supports monochromatic opacity for now.
Color3 Color opacity of the surface if ray is not a shadow ray.
Bool Whether or not to enable fake caustics
Float Relative index of refraction between surface and the exterior
Vector Normal vector to use. If nothing is connected uses world Normal from geometry
Float Scaling factor of transmission color
Color3 Fake transmission color of object that shadow ray gets tinted by
Float Minimum opacity of the object
Color3 Color opacity of either the surface or shadow