User Manual

Table Of Contents
Refractive Index
This slider appears when the Do Fresnel checkbox is selected. The Refractive Index applies
only to the calculations for the highlight; it does not perform actual refraction of light through
transparent surfaces. If the refractive index texture map is provided, then this value is multiplied
by the Alpha value of the input.
Transmittance
Transmittance controls the way light passes through a material. For example, a solid blue
sphere casts a black shadow, but one made of translucent blue plastic would cast a much lower
density blue shadow.
There is a separate Opacity option. Opacity determines how transparent the actual surface is
when it is rendered. Fusion allows adjusting both opacity and transmittance separately. At first,
this might be a bit counterintuitive to those who are unfamiliar with 3D software. It is possible to
have a surface that is fully opaque but transmits 100% of the light arriving upon it, effectively
making it a luminous/emissive surface.
Attenuation
Attenuation determines how much color is passed through the object. For an object to have
transmissive shadows, set the attenuation to (1, 1, 1), which means 100% of green, blue, and red
light passes through the object. Setting this color to RGB (1, 0, 0) means that the material
transmits 100% of the red arriving at the surface but none of the green or blue light. This can be
used to create “stained glass”-styled shadows.
Alpha Detail
When the Alpha Detail slider is set to 0, the Alpha channel of the object is ignored and the
entire object casts a shadow. If it is set to 1, the Alpha channel determines what portions of the
object cast a shadow.
Color Detail
The Color Detail slider modulates light passing through the surface by the diffuse color +
texture colors. Use this to throw a shadow that contains color details of the texture applied to
the object. Increasing the slider from 0 to 1 brings in more diffuse color + texture color into the
shadow. Note that the Alpha and opacity of the object are ignored when transmitting color,
allowing an object with a solid Alpha to still transmit its color to the shadow.
Saturation
The Saturation slider controls the saturation of the color component transmitted to the shadow.
Setting this to 0.0 results in monochrome shadows.
Receives Lighting/Shadows
These checkboxes control whether the material is affected by lighting and shadows in the
scene. If turned off, the object is always fully lit and/or unshadowed.
Two-Sided Lighting
This effectively makes the surface two sided by adding a second set of normals facing the
opposite direction on the backside of the surface. This is normally off to increase rendering
speed, but it can be turned on for 2D surfaces or for objects that are not fully enclosed, to allow
the reverse or interior surfaces to be visible as well.
Chapter –82 3D Material Nodes 1777