LuxCoreRender Materials Glossy Translucent
Glossy Translucent represents a diffuse surface with both a transmission component and a varnish coat. This material is well suited to most organic materials, including skin, internal organs, leaves, eyes, milk, ketchup, alien slime, etc. It can also work well for soap, and certain plastics.
This is the color of the matte base layer, and will be the main color of the material, assuming it is set above .4-.5 or so. The diffuse color is the color reflected off the surface and any light not reflected is transmitted. So in order to get a highly translucent material you need to use a darker diffuse color.
This determines the color of light that transmits through the material. For best results, you should leave this as 1.0 (full white) and assign a volume to the material and use that to give the material its internal color. This allows for volumetric color absorption and subsurface scattering. Color from the transmission setting is applied uniformly to transmitted light, and can make your object look unnaturally uniform in color, so using a volume is recommended.
Specular Color and IOR
This is the color of the varnish coat. In many real world materials, all color is in the base rather than the gloss, so this color should often be left as gray. (For example, the paint on porcelain is applied before the glaze, so your paint texture should only be on the diffuse channel). Darker colors will make the material less shiny, especially at shallow angles. Optionally, you can specify an index of refraction for the coating material, however this will prevent you from coloring the coating, it will always be gray. This can be useful if you want to specify a specific material making up the coating. For example, a wet floor would have IOR = 1.333, the IOR of water.
The specular color should not be set higher than about .25, and many everyday materials will have much lower values, such as .03-.05.
This determines how shiny the material is. Lower values are shinier, with 0 being a perfect reflector and .8 being matte. Values between .8 and 1 are an unrealistic "super-matte" and should be avoided. If your exporter uses the exponent setting to control roughness, higher values are shinier, with 0 being matte. To convert exponent to roughness use the following formula: ROUGH = SQRT(2 / (EXPONENT + 2))
These allow you to specify the color and depth of light absorption by the varnish. Note that since this is an absorption color, it will seem to work "backwards". Setting it to blue will cause blue light to be absorbed, leaving you with a yellow-orange appearance. To defeat this option, set the color to full black (0.0).
The option will simulate light being scattered at the surface by things such as fuzz or fine hair. It is useful when using glossy for a skin or cloth material, and will give a soft, fuzzy appearance.
This option will enable a second set of specular color, absorption, and roughness controls for the backface of the material, that is, the side opposite the normal. This is useful for planar surfaces and open meshes, such as leaves or textiles. Many of these items are much less glossy on the back, this option allows for that. If this option is left off, the backface will use the same settings as the front face.
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