8

1326 Chapter 16: Material Editor, Materials, and Maps
Glossiness, the curve grows s horter; as you
increase it, the curve grows taller.
Transluce nt Shader
Material Editor > Standard material > Shader Basic
Parameters rollout > Translucent shader > Translucent
Basic Parameters rollout
The bust on the right has been made translucent.
Translucent shading is similar to Blinn shading,
butitalsoletsyouspecifytranslucency. A
translucentobjectallowslighttopassthrough,and
also scatters light within the object. You can use
translucency to simulate frosted and etched glass.
Translucency is inherently a two-sided effect:
with the translucent shader, backface illumination
appears on front faces. To generate translucency,
both sides of the material receive diff u se light,
though only one side is visible in renderings and
shaded viewports unless you turn on 2-Sided (in
the Shader Basic Parameters rollout).
If you use
radiosity (page 3–50)
,itwillprocess
light transmitted by t r anslucency. The accuracy of
this depends on the mesh: the more subdivided
thefacesare,themoreaccuratethesolutionwill
be (at a cost of processing time).
Forspecularhighlights,youhaveachoice: to
model materials like tr anslucent plastic, you can
choose to have highlig hts on b oth sides; to model
materials like f rosted glass, which is reflective on
onesideonly,youcanchoosetohavehighlightson
only one side. This is con trolled by the Backside
Specular toggle in the t ranslucent highlight
controls.
Tip: To simulate frosted glass, a fine-grained bump
map can also help.
The translucent effect appears only in renderings .
It does not appear in shaded viewports.
Note: The translucent shader does
not
simulate the
scattering of light within the object. Because of
this,itisbetteratsimulatingthinobjectssuchas
glass or paper, than at thick objects. For thicker
objects, the light passing t hrough might saturate
excessively. To avoid this, try reducing the HSV
Va lu e of the m ater i a l s Tr a nslucent Color.
Translucent materials also capture shadows cast on
the backfaces of the material. However, because
the translucent shader doesn’t scatter light,
for thicker objects the effect is not an accurate
simulation of real-world translucency.
Wa rn in g: Do not use shadow maps with the translucent
shader. Shadow maps result in ar tifacts at the edge of
translucent objects.
See also
Shader Basic Parameters Rollout (page 2–1310)
Basic Parameters Rollout (Standard Material)
(page 2–1311)
Translucency Setting (page 2–1332)
Translucent Hig hli g hts (page 2–1337)