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mental ray Architectural and Design Visualization Shader Library

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2.6 Tips <strong>and</strong> Tricks 51Diagram for glass with color changes at the surfaceIn the illustration above the <strong>ray</strong> enters from the left, <strong>and</strong> at the entry surface it drops in level<strong>and</strong> gets slightly darker (bottom of graph schematically illustrates the level). It retains thiscolor throughout the travel through the medium <strong>and</strong> drops in level again at the exit surface.For simple glass objects this is quite sufficient. For any glass using thin walled it is bydefinition the correct thing to do, but for any complex solid it is not. It is especially wrong fornegative spaces inside the glass (like the sphere in our example) because the light <strong>ray</strong>s haveto travel through four surfaces instead of two (getting two extra steps of “attenuation at thesurface”)In real colored glass, light travels through the medium <strong>and</strong> is attenuated “as it goes”.In the mia materialthis is accomplished by enabling the refr falloff dist <strong>and</strong> use therefr falloff color <strong>and</strong> setting the refr color to white. This is the result:

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