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This component represents translucent solid objects with glossy reflections, such as frosted glass. Light is refracted as it enters and leaves the material, and the refracted light is blurred based on the Roughness of the material. Light can be absorbed within the body of the material to give a thickness-dependent color tint, but there is no subsurface scattering.
A color tint that will be applied to both reflections and transmitted light. This can be a single color value or a texture map.
Input: Color
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Controls the size of the glossy highlights. Higher values will make reflections and refracted light appear more blurred.
Range: 0.0 - 1.0 or Map
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Controls the color of the inside of the material. Light passing through will gradually be absorbed based on this color. The thicker the object, the more light will be absorbed. A pure white color means there will be no absorption, a pure black color means all light is absorbed as soon as it enters the material. This must be a single color value, it cannot be a texture map or noise function.
Input: Color
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This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material.
Range: 0.0 -
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The index of refraction of the material.
Range: 0.0 - 50.0
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Base
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