Shader Type: Raytracing (Tool)
Output: Color (RGB) value
Calculates diffuse refractions from an object’s surface. Instead of perfect refractions (like those occurring off a smooth window), diffuse reflections break up the colors that refract off a textured surface like frosted glass. Multiple jittered refraction rays are cast, and the result is combined into the final “refracted color.”
Name |
The shader’s name. Enter any name you like, or leave the default. |
Refraction
Input |
Specifies the surface color. These values are combined with the refraction color according to the Refract parameter (below). |
Refraction |
Specifies the refraction intensity for each color channel (RGB — refraction of each color is controlled separately instead of a single scalar “transparency” control). |
Index of Refraction |
Controls the index of refraction, which determines the direction of the incoming ray. The IOR is typically set to 1.0 for air, 1.33 for water, and 1.52 for glass. |
Maximum Depth |
Maximum ray depth to which this effect works. Because this effect can take longer to render, you may want it visible for primary rays but not for higher ray depths (e.g., when the surface is being viewed in a reflection or through a transparency). If the ray depth exceeds this “max depth” setting, then glossy will be set to 0 and samples will be 1 -- the surface will behave as a basic, non-diffuse reflection. |
Alpha |
XXX |
Gloss
Glossy |
Specifies how glossy or diffuse the transparency is. Higher values make the transparency more diffuse but require higher sampling counts. |
Samples |
Specifies the number of times the transparency is oversampled. Higher glossy values require more sampling. |
Use this shader to either alter an input color value (surface shader, image clip, texture), affect a specific color parameter (diffuse, transparency, specular), or both.
SOFTIMAGE|XSI v.6.01