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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.
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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. |
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This controls the specular roughness (for the GGX BRDF). The larger the value, the rougher is the surface. A roughness of zero generates mirror reflections.
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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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Thin Film
Enables thin-film interference. Thin film interference is a 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.
Film Thickness
Specifies the thickness of the film in ucm.
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Sets the index of refraction of the thin film. This value depends on the material of which the thin film is made. Even if specific index of refractions are needed to simulate real life phenomena (e.g. use an index of refraction of 1.458 for the thin film of silicon dioxide formed on glass because of thermal oxidation) one can simply adjust this value to obtain the desired look.
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Color
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Specifies how dense the material is.
Transparency
Scattering
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Color
The colour the incandescence.
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Intensity
The intensity of the incandescence.
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Occlusion Distance
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Lookdev Example: Marbles
We will try to approximate the look of this marble.
Observation | Relationship to 3Delight Glass Parameters | Render |
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The marble is made of glass and has both reflection and refractions (transparent). | We choose an IOR of 1.3 ("light" glass) for both reflection and refraction and dial in the same color for both effects. | Image Modified | We have and overall bluish color. Note that some part of the marble are still white (reflection of sky). | We definitely need a blue color for the "interior" of the marble. But which parameter to use, Refraction Color or Transmittance ? Since the inside of the marble is solid, Transmittance is the best choice because it will simulate an exponential light falloff. Transmittance = blue with a strength of 2.3 Refraction Color = leave white | Image Modified | The interior of the ball is "fuzzy" while the reflections are mirror-like. | We can simulate such fuziness by using a Refraction Roughness larger than 0. Reflection Roughness = 0 Refraction Roughness = 0.15 | Image Modified | There is a pink gradient on top of the sphere. This effect is recognizable as thin-film interference. In this case the marble must have some kind of very thin cover or has been heated and an oxide must have formed. | Simply enable thin-film interference and try to guess the IOR of the thin-film. As an educated guess, we set the IOR to 1.458 which is the index of refraction of silicon dioxide, a material that forms when glass is heated. Not surprisingly, we get a close enough match. Film Thickness = 0.25 ucm Film IOR = 1.458
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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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