- ior
Index of refraction.
The index of refraction is a physical property of a material.
Smaller values (relative to the medium) bend light less.
Reasonable ior values for glass are in the range
1.47 - 1.95.
Default: 1.5
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- roughness
Controls the roughness of the material.
Larger values produce more blurred highlights. Smaller values
produce tighter highlights.
Default: 0
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- reflectionColor
Tints the reflected light.
Default: .5 .5 .5 (Grey)
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- reflectionGain
A scalar multiplier for reflectionColor, a convenience for pattern
graphs.
Default: 1.0
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- transmissionColor
Tints the refracted light. Note that transmission color (and gain)
are surface effects, while the absorption is volumetric. In other
words, the effects of transmission color are not dependent on
the thickness of the glass.
Default: .8 .8 .8 (Dark Grey)
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- transmissionGain
A multiplier for transmissionColor.
Default: 1.0
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- absorptionColor
This value is only relevant when aborptionGain is greater than 0.
The absorptionColor is an inverse color: higher channel values
are absorbed more. A visually blue material might have an
absorptionColor of (1 1 0.5).
Default: 1 1 1
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- absorptionGain
A non-zero value triggers computation of Beer's law, which
calculates the absorption of light based on the distance through
the material it travels. This value is multipled by the
absorptionColor. Since absorption is a physical property,
aborptionGain can be (arbitrarily) greater than 1. Choosing a
reasonable value will depend on modeling units.
Default: 0
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- lightSubset
For solid objects, we can reduce noise by assuming that direct
light sources exist in a subset of potential locations. Usually
Outside is the best setting. Choosing None disables the effect
and removes the cost of direct lighting computations and may be
useful (faster) when an object is only illuminated through indirect
light paths.
Default: 0
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