LuxCoreRender Materials Rough Glass: Difference between revisions
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..." |
No edit summary |
||
Line 1: | Line 1: | ||
[[file:Luxcore_materials_rough_glass.jpg|400px]] | |||
The Rough Glass material represents a rough dielectric surface. It works well for frosted glass and some kinds of ice. | The Rough Glass material represents a rough dielectric surface. It works well for frosted glass and some kinds of ice. | ||
Revision as of 22:04, 7 December 2017
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, you may wish to derive the color from the objects volume instead. 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. 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.