![]() This will control the accuracy of glossy (rough) reflections by increasing the samples that are used. The material needs to have some transparency through the specular transmission for the effect to show. This can be used to create a frosted look while still maintaining a shiny surface. The main difference between this parameter and roughness is that roughness is on the internal portion of the material. This will control the roughness of the refraction. If a cloudy plastic is desired, the diffuse can be set to a very dark version of the color set here. Transparent glasses or plastics should also have the specular set to white. ![]() If a transparent glass or plastic is being created, the diffuse should be black with all the color derived from this parameter. Black will be 100% opaque and white will be 100% transparent. This can be thought of as the transparency of the material. It will increase render time, so if it is not needed, the recommendation is to leave it at black. This will cause additional light to be scattered across the surface of the material, which can simulate a translucent effect. On the left the refractive index is 1,3 – on the right it is 2,3 Diffuse Transmission
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