PxrGlass

PxrGlass

images/pxrGlass/sargeGlass.png

A (smooth or rough) glass material with Fresnel reflection and refraction. Differently tinted reflections and refractions are possible. Beer's law absorption supported.

Parameters

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

images/pxrGlass/pxrGlassIOR.png

ior of 1.95, 1.62, and 1.47 from left to right

roughness

Controls the roughness of the material.

Larger values produce more blurred highlights. Smaller values produce tighter highlights.

Default: 0

images/pxrGlass/pxrGlassRoughness.png

roughness of 0.1, 0.3, and 0.5 from left to right

reflectionColor

Tints the reflected light.

Default: .5 .5 .5 (Grey)

images/pxrGlass/pxrGlassReflectionColor.png

Red, Green, and Blue reflectionColors, from left to right

reflectionGain

A scalar multiplier for reflectionColor, a convenience for pattern graphs.

Default: 1.0

images/pxrGlass/pxrGlassReflectionGain.png

reflectionGain of 1.0, 0.5, and 0.0, from left to right (reflectionColor is a bluish-green)

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)

images/pxrGlass/pxrGlassTransmissionColor.png

transmissionColor of Red, Green, and Blue, from left to right (reflectionColor is White)

transmissionGain

A multiplier for transmissionColor.

Default: 1.0

images/pxrGlass/pxrGlassTransmissionGain.png

transmissionGain of 1.0, 0.5, and 0.0 from left to right (transmissionColor is a bluish-green)

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

images/pxrGlass/pxrGlassAbsorptionColor.png

R, G, B absorptionColor from left to right (absorptionGain is 1.0)

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

images/pxrGlass/pxrGlassAbsorptionGain.png

absorptionGain of 0.5, 1.0, and 2.0 from left to right (absorptionColor is red)

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