Difference between revisions of "LuxCoreRender Materials Rough Glass"

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=== Transmission Color ===
=== Transmission Color ===


This is the color that light will be filtered to after being transmitted. The color given here will be applied to the material uniformly, you may wish to derive the color from the objects volume instead. If you use a volume, set this color to full white.
This is the color that light will be filtered to after being transmitted. The color given here will be applied to the material uniformly, regardless of the object's thickness. You may wish to assign a volume to the material instead to get more accurate absorption in the glass. If you use a volume, set this color to full white.


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=== Roughness ===
=== Roughness ===


This determines how clear the material is by varying the roughness of microfacets. If your exporter uses the direct roughness control, lower values are clearer, with 0 being a perfectly reflective and transmissive surface like the glass and glass2 materials, and .8 being matte. Values between .8 and 1 are an unrealistic "super-matte" and should be avoided. If your exporter uses the exponent to control roughness, higher values are more transparent, with 0 being a matte glass surface.
This determines how clear the material is by varying the roughness of microfacets. Lower values are clearer, with 0 being a perfectly reflective and transmissive surface like the standard glass material. Higher value are rougher, with 0.8 being matte.
 
 
 
Back to [[LuxCoreRender_Materials|Materials]]

Latest revision as of 21:09, 18 December 2017

Luxcore materials rough glass.jpg

The Rough Glass material represents a rough dielectric surface. It works well for frosted glass and some kinds of ice.


Options

IOR

The index of refraction for the material. This value determines the overall appearance of the material, and should be set according to the material you are trying to simulate.


Reflection Color

This is the color of light reflected from the surface.


Transmission Color

This is the color that light will be filtered to after being transmitted. The color given here will be applied to the material uniformly, regardless of the object's thickness. You may wish to assign a volume to the material instead to get more accurate absorption in the glass. If you use a volume, set this color to full white.


Roughness

This determines how clear the material is by varying the roughness of microfacets. Lower values are clearer, with 0 being a perfectly reflective and transmissive surface like the standard glass material. Higher value are rougher, with 0.8 being matte.


Back to Materials