mental ray Architectural and Design Visualization Shader Library
mental ray Architectural and Design Visualization Shader Library
mental ray Architectural and Design Visualization Shader Library
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2.5 Detailed Description of Material Parameters 25Clearly, this method is the better way to make “non-refractive” objects compared to simplysetting refr ior to 1.0 as we tried above.As with reflections, the refr gloss parameter defines how sharp or blurry the refractions/transparencyare, ranging from a 1.0 (a completely clear transparency) to 0.0 (an extremelydiffuse transparency):A refr gloss of 1.0 (left), 0.5 (center) <strong>and</strong> 0.25 (right)Just as with the glossy reflections, the glossy transparency has a refr interpolate switch,allowing faster, smoother, but less accurate glossy transparency. Interpolation is described onpage 36.2.5.4 TranslucencyTranslucency is h<strong>and</strong>led as a special case of transparency, i.e. to use translucency there mustfirst exist some level of transparency, <strong>and</strong> the refr trans w parameter decides how much ofthis is used as transparency <strong>and</strong> how much is translucency: