User Manual

Table Of Contents
Refraction
Refraction occurs only where there is transparency in the background material, which is
generally controlled through the Opacity slider and/or the alpha channel of any material or
texture used for the Background Material Texture input. The Reflect node provides the following
material inputs:
Background Material: Defines both the opacity for refraction and the base color for
reflection.
Reflection Color Material: The environment reflection.
Reflection Intensity Material: A multiplier for the reflection.
Refraction Tint Material: The environment refraction.
Bump Map Texture: Normal perturbing map for environment
reflection/refraction vectors.
Working with reflection and refraction can be tricky. Here are some techniques
to make it easier:
Typically, use a small amount of reflection, between 0.1 and 0.3 strength. Higher values
are used for surfaces like chrome.
Bump maps can add detail to the reflections/refractions. Use the same bump map in
the Illumination model shader that you combine with Reflect.
When detailed reflections are not required, use a relatively small cube map, such
as 128 x 128 pixels, and blur out the image.
The alpha of refracted pixels is set to 1 even though the pixels are technically
transparent. Refracted pixels increase their alpha by the reflection intensity.
If the refraction is not visible even when a texture is connected to the Refraction
Tint Material input, double-check the alpha/opacity values of the background material.
Bump Maps
Bump mapping helps add details and small irregularities to the surface appearance of an
object. Bump mapping modifies the geometry of the object or changes its silhouette.
Split screen of a sphere—half with bump map, half without.
To apply a bump map, you typically connect an image containing the bump information to the
BumpMap node. The bump map is then connected to the Bump input of a Material node. There
are two ways to create a bump map for a 3D material: a height map and a bump map.
Image connected to a BumpMap connected to a CookTorrance material node.
Chapter – 76 3D Compositing Basics 1570