A glass (about to be filled)

A Chinese dragon with depth-attenuation

The 3delightGlass shader UI

Reflection

Color
Specifies the color for reflections.
Roughness

This controls the specular roughness. The smaller the value, the smoother is the surface.

Roughness 0.0

Roughness 0.1

Roughness 0.2

Samples
Specifies how many samples to trace for reflection.
IOR

The IOR to use to calculate Fresnel reflections.


IOR 1.2


IOR 1.6


IOR 2.0

 

 

Refraction

Color

The color of the refraction. Setting this color to 0 disables refraction.

Color 0.9 0.9 0.95

Color 0.72 0.72 0.85

Color 0.43 0.43 0.7

Roughness

Specifies the roughness of the refraction. The smaller the value, the smoother is the surface. Higher values can be used to emulate "ground glass" for example.

Roughness 0.02

Roughness 0.05

Roughness 0.1

Attenuation
 
Attenuation Strength

Attenuation Strength 3

Attenuation Strength 6

Attenuation Strength 12

Samples
Specifies how many samples to trace for refraction.
IOR

The index of refraction of the glass.

IOR 1.2

IOR 1.4

IOR 1.6

Diffuse

Color

This diffuse colour of the material.

Color 0.2 0.2 0.2

Color 0.6 0.6 0.6

Color 1.0 1.0 1.0

Roughness
This controls how diffuse is the material. A value closer to one simulate very rough material. A value of 0 renders a standard "lambertian" diffuse. On a more technical note, this paramter controls the roughness of the Oren-Nayer diffuse model.

 

 

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