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.
Fog Multiplier – Multiplies the strength 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.
Dispersion/ Abbe – When enabled, true light wavelength dispersion will be calculated. For more information, please see the Dispersion example below.
Bump – Specifies a bump/normal map and controls its intensity.
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)
This example demonstrates the Dispersion capabilities of the V-Ray material and the effect of the Abbe parameter.
Dispersion = Off
Dispersion = On
Abbe Value = 10
Dispersion = On
Abbe Value = 50