Refraction – Specifies the refraction color. Note that the actual refraction color depends on the reflection color as well. For more information about refraction color, please see the Refraction Parameter example below.
Fog color – Specifies the attenuation of light as it passes through the material. This option allows to simulate the fact that thick objects look less transparent than thin objects. Note that the effect of the fog color depends on the absolute size of the objects and is therefore scene-dependent unless Fog system units scaling is enabled in the advanced settings. The fog color also determines the look of the object when using translucency. For more information, please see the Fog Color Parameter example below.
Fog Multiplier – Multiplies the strenght of the fog effect. Smaller values reduce the effect of the fog, making the material more transparent. Larger values increase the effect of the fog, making the material more opaque.
Refraction Glossiness – Controls the sharpness of the refraction. A value of 1.0 means a perfect glass-like refraction. Lower values produce blurry or glossy refractions.
IOR – Specifies the index of refraction for the material, which describes the way light bends when crossing the material surface. A value of 1.0 means the light will not change direction. For more information, please see the Refraction IOR Parameter example below.
Reflection – Specifies the reflection color. Note that the reflection color dims the diffuse surface color based on the Energy preservation option in the advanced settings. For more information, please see the example below.
Reflection Glossiness – Specifies the sharpness of reflections. This is also called Reflection Glossiness in the advanced settings. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections. Use the Subdivs parameter in the advanced settings controls the quality of glossy reflections. For more information, please see the Reflection Glossiness Parameter example below.
Bump – Specifies a bump/normal map and controls its intensity.
Example: The Fog Color Parameter
This example demonstrates the effect of the Fog color parameter. Notice how the thick areas of the object are darker in the two images on the right because of the light absorption of the fog.
Fog color = White
(255, 255, 255)
no light absorption
Fog color = Gray
(243, 243, 243)
Fog color = Green
(230, 243, 213)
Example: The Refraction Parameter
This example demonstrates the effect of the Refraction color parameter to produce glass materials. For the images in this example, the material has a gray Diffuse color, white Reflection color, and the Fresnel option is turned on.
Refraction = Black
(0, 0, 0)
Refraction = Light Gray
(192, 192, 192)
Refraction = White
(255, 255, 255)
Example: The Reflection Parameter
This example demonstrates how the Reflection parameter controls the reflectivity of the material. Note that this color also acts as a filter for the diffuse color (e.g. stronger reflections dim the diffuse component).
Reflection = Black.
(0, 0, 0)
Reflection = Medium Gray.
(128, 128, 128)
Reflection = White.
(255, 255, 255)
Example: The Refraction IOR Parameter
This example demonstrates the effect of the Refraction IOR parameter. Note how light bends more as the IOR deviates from 1.0. When the index of refraction (IOR) is 1.0, the render produces a transparent object. Note however, that in the case of transparent objects, it might be better to assign an opacity map to the material, rather than use refraction.
IOR = 0.8
IOR = 1.0
IOR = 1.3
IOR = 1.8
Example: The Glossiness Parameter
This example demonstrates how the glossiness parameter (also known as Reflection glossiness), works with the Highlight glossiness parameter to control the highlights and reflection blurriness of the material.
Reflection/Highlight Glossiness = 1.0
(perfect mirror reflections)
Reflection/Highlight Glossiness = 0.8
Reflection/Highlight Glossiness = 0.6