User Manual

Table Of Contents
Controls Tab
The Controls tab contains parameters for adjusting the reflective strength based on the
orientation of the object, as well as the tint color of the Reflect shader node.
Reflection
Reflection Strength Variability
This multi-button control can be set to Constant or By Angle for varying the reflection intensity,
corresponding to the relative surface orientation to the viewer. The following three controls are
visible only when this control is set to By Angle.
Glancing Strength
[By Angle] Glancing Strength controls the intensity of the reflection for those areas of the
geometry where the reflection faces away from the camera.
Face On Strength
[By Angle] Face On Strength controls the intensity of the reflection for those parts of the
geometry that reflect directly back to the camera.
Falloff
[By Angle] Falloff controls the sharpness of the transition between the Glancing and Face On
Strength regions. It can be considered similar to applying gamma correction to a gradient
between the Face On and Glancing values.
Constant Strength
[Constant Angle] This control is visible only when the reflection strength variability is set to
Constant. In this case, the intensity of the reflection is constant despite the incidence angle of
the reflection.
Refraction
If the incoming background material has a lower opacity than 1, then it is possible to use an
environment map as refraction texture, and it is possible to simulate refraction effects in
transparent objects.
Separate RGB Refraction Indices
When this checkbox is enabled, the Refraction Index slider is hidden, and three sliders for
adjusting the refraction index of the Red, Green, and Blue channels appear in its place. This
allows simulation of the spectral refraction effects commonly seen in thick imperfect glass,
for example.
Refraction Index
This slider controls how strongly the environment map is deformed when viewed through a
surface. The overall deformation is based on the incidence angle. Since this is an approximation
and not a simulation, the results are not intended to model real refractions accurately.
Refraction Tint
The refraction texture is multiplied by the tint color for simulating color-filtered refractions. It can
be used to simulate the type of coloring found in tinted glass, as seen in many brands of beer
bottles, for example.
Chapter –82 3D Material Nodes 1786