http://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Rough_Glass&feed=atom&action=historyLuxCoreRender Materials Rough Glass - Revision history2024-03-28T16:03:05ZRevision history for this page on the wikiMediaWiki 1.37.6http://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Rough_Glass&diff=307&oldid=prevPiita at 21:09, 18 December 20172017-12-18T21:09:29Z<p></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td></tr>
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</table>Piitahttp://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Rough_Glass&diff=138&oldid=prevPiita at 08:41, 9 December 20172017-12-09T08:41:16Z<p></p>
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<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>This is the color that light will be filtered to after being transmitted. The color given here will be applied to the material uniformly, <del style="font-weight: bold; text-decoration: none;">you </del>may wish to <del style="font-weight: bold; text-decoration: none;">derive </del>the <del style="font-weight: bold; text-decoration: none;">color from </del>the <del style="font-weight: bold; text-decoration: none;">objects volume instead</del>. If you use a volume, set this color to full white.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>This is the color that light will be filtered to after being transmitted. The color given here will be applied to the material uniformly, <ins style="font-weight: bold; text-decoration: none;">regardless of the object's thickness. You </ins>may wish to <ins style="font-weight: bold; text-decoration: none;">assign a volume to </ins>the <ins style="font-weight: bold; text-decoration: none;">material instead to get more accurate absorption in </ins>the <ins style="font-weight: bold; text-decoration: none;">glass</ins>. If you use a volume, set this color to full white.</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><!-- not yet supported by luxcore</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><!-- not yet supported by luxcore</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Roughness ===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Roughness ===</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>This determines how clear the material is by varying the roughness of microfacets. <del style="font-weight: bold; text-decoration: none;">If your exporter uses the direct roughness control, lower </del>values are clearer, with 0 being a perfectly reflective and transmissive surface like the glass <del style="font-weight: bold; text-decoration: none;">and glass2 materials, and .8 being matte. Values between .8 and 1 are an unrealistic "super-matte" and should be avoided</del>. <del style="font-weight: bold; text-decoration: none;">If your exporter uses the exponent to control roughness, higher values </del>are <del style="font-weight: bold; text-decoration: none;">more transparent</del>, with 0 being <del style="font-weight: bold; text-decoration: none;">a </del>matte <del style="font-weight: bold; text-decoration: none;">glass surface</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>This determines how clear the material is by varying the roughness of microfacets. <ins style="font-weight: bold; text-decoration: none;">Lower </ins>values are clearer, with 0 being a perfectly reflective and transmissive surface like the <ins style="font-weight: bold; text-decoration: none;">standard </ins>glass <ins style="font-weight: bold; text-decoration: none;"> material</ins>. <ins style="font-weight: bold; text-decoration: none;">Higher value </ins>are <ins style="font-weight: bold; text-decoration: none;">rougher</ins>, with 0<ins style="font-weight: bold; text-decoration: none;">.8 </ins>being matte.</div></td></tr>
</table>Piitahttp://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Rough_Glass&diff=126&oldid=prevPiita at 21:04, 7 December 20172017-12-07T21:04:22Z<p></p>
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<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[file:Luxcore_materials_rough_glass.jpg|400px]]</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The Rough Glass material represents a rough dielectric surface. It works well for frosted glass and some kinds of ice.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The Rough Glass material represents a rough dielectric surface. It works well for frosted glass and some kinds of ice.</div></td></tr>
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</table>Piitahttp://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Rough_Glass&diff=99&oldid=prevPiita: Created page with "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..."2017-12-05T21:37:35Z<p>Created page with "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..."</p>
<p><b>New page</b></p><div>The Rough Glass material represents a rough dielectric surface. It works well for frosted glass and some kinds of ice.<br />
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== Options == <br />
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=== IOR ===<br />
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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. <br />
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=== Reflection Color ===<br />
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This is the color of light reflected from the surface. <br />
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=== Transmission Color ===<br />
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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.<br />
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<!-- not yet supported by luxcore<br />
=== Dispersion === <br />
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Enables chromatic dispersion to be calculated from the Cauchy B value (see below). Setting this to true will enable chromatic dispersion, aka splitting the spectrum into a rainbow of colors. Be warned this is an intensive effect that will greatly increase the number of samples (and photons, if applicable) that are needed! <br />
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=== Cauchy B ===<br />
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This is the B value to [http://en.wikipedia.org/wiki/Cauchy%27s_equation Cauchy's equation]. (The value specified under IOR will be used for n) <br />
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=== Roughness ===<br />
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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.</div>Piita