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3Delight Glass allows rendering a variety of translucent materials, going from simple coloured glass and translucent plastics down to soap bubbles with complex light interference effects. Under the hood is the production-proven GGX BRDF.
The material has two main components: reflection and refraction. Each of these components has it's own roughness and index of refraction. This might appear counter-intuitive but it allows to simulate a variety of interesting surfaces as shown in the parameter description below. As a supplement to these two components, 3Delight Glass can simulate an additional thin film on the top of the surface. This thin film helps simulate real life surfaces such as tainted glass, oxidation and very thin materials.
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Parameters Description
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Reflection |
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Color
Specifies the color for reflections.
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Glass can't have coloured reflection or refraction. It reflects and refracts light unaltered. Plastics on the other hand produce coloured reflections and refractions and this colour should be set to the colour of the plastic. |
Roughness
This controls the specular roughness
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(for the GGX BRDF). The larger the value, the rougher is the surface. A roughness of zero generates mirror reflections.
*This is the roughness specified to the GGX BRDF.
IOR
The index of refraction to use to calculate Fresnel reflections. Higher values generate more prominent specular reflections. Note that there is a separate controls for refractions.
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complex phenomena that depends on many variables, including viewing position and usually generates rich patterns on top of the rendered surface. 3Delight performs a physically correct light interference simulation of this phenomena.
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Refraction |
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Color
Sets the color of the refraction.Setting this color to 0 disables refraction. See comments in reflection color for further information.
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Roughness
Sets the roughness of the refraction. The smaller the value, the smoother is the surface. Higher values can be used to emulate "ground glass" and also help emulate more complex material interiors.
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This parameter is a more user friendly way to specify the absorption of the material. It specifies the colour that passes through the volume. Note how coloration varies with volume thickness, contrary to the refraction color parameter which is constant through the slab. This is due to an exponential falloff in such volumes.
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Density
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Specifies how dense the material is.*
*Along with the transmittance above, the physical absorption of the material is calculated as such: physical absorption = density * (1-transmittance).
IOR
Sets the index of refraction for refractions.
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It is impossible for real world materials to have different IOR for reflection and refraction. It is useful in a context where 3D objects are not modelledmodeled properly. AnA good example is a soap bubble: the walls of the bubble are so thin that thethey are usually modelledmodeled using a single surface. In this case the IOR for refraction wallhas to be set to 1 to simulate such a thin medium but the reflection could be set to a value greaterhigher than 1. |
Volumetric |
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Density
Specifies how dense the material is.
Transparency
Scattering
Incandescence |
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Color
The colour the incandescence.
Intensity
The intensity of the incandescence.
Geometry |
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Occlusion Distance
Excerpt | Incandescence intensity | |||||||||||||||||||||
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Lookdev Example: MarblesWe will try to approximate the look of this marble.
So we have a render that has many of the features of the original image. To continue the look development, one can use better lighting, internal object structure (air pockets) and varying thin-film thickness. |
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