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Last week, we talked about the Reflection tab. This week, well be moving on to:
Refraction
Refraction controls how an object lets light through. For example, if you were to
shine a light on an object, how much light would you see coming through the other
side? Unlike Reflection, not all objects are refractive. Some typical examples that
use this V-Ray material component are: glass, water, transparent plastic, crystal,
oil, etc.
If you are not using Caustics in your scene (most likely you arent), turn on the
Affect Shadows option to get realistic, transparent shadows. Otherwise, the
shadows will be too dark.
Adding Color To Refraction
So, how do we actually get colored refractions, if its not recommended to use
colors in the Refraction amount? We should use the Fog color option, in this case. It
works realistically, since thicker parts of the model will be more colored/darker
than the thin parts.
Depending on your objects physical size, you might need to adjust the Fog
Multiplier Value. Larger objects will look darker than smaller ones when using the
same material.
Use Fog Bias to control the color transitions. Lower values make the color more
intense and the transitions sharper, while higher values make the tinting more
weak but even. If you adjust both of these parameters (Fog Multiplier and Fog
Bias), you should be able to achieve any effect you might need.
Refraction Glossiness
You can use a Texture to create a rougher, more realistic look. If the material is still
pretty clean, dont overdo it and use a map that is mostly pure white with some
darker spots/patches. Its usually a good idea to keep the Refraction Glossiness
map similar to the reflection glossiness. Any rougher areas would affect the
Reflections and Refractions in a similar way.
Note: As with Reflections, we think its best to leave the Subdivs at 8, for the end
user (your customer) to adjust for themselves.
The Refraction Depth and Exit Color function exactly the same as their Reflection
counterparts: bump up the max depth if there are lots of refractive/reflective
objects and bring it down if using blurry Refractions.
Refraction IOR
IOR is a very important parameter to set correctly, in order for your material to
look believable. Fortunately, these values have been calculated for all sorts of
materials, so theres no need to guess here.
With the Value of 1 (same as air), the rays of light are going straight through the
object without any distortion. As you raise the number higher, the rays get
distorted more and more.
Acetone 1.36
Agate 1.544
Air 1.0002926
Alcohol 1.329
Amber 1.546
Amethyst 1.544
Crystal 2.00
Diamond 2.417
Emerald 1.576
Ethanol 1.36
Glass 1.51714
Ice 1.309
Jadeite 1.665
Methanol 1.329
Onyx 1.486
Opal 1.450
Plastic 1.460
Plexiglas 1.50
Polystyrene 1.55
Quartz 1.544
Ruby 1.760
Sapphire 1.760
Topaz 1.620
Tourmaline 1.624
Turpentine 1.472
Turquoise 1.610
Technically, both the Reflection and Refraction IOR should be the same, but
sometimes, you might want to unlock them for artistic reasons. This trick is used
when glass or transparent plastic material just seems to lack reflections. In this
case, bumping up the Reflection IOR can help in bringing out those reflections. Its
also useful when you want to create a more even distribution of the reflections,
without increasing their intensity.
Dispersion
Dispersion controls how the light is split up into different colors when passing
through an object. A classic example of this would be a ray of light going through a
prism, creating a rainbow effect. Most glass and other refractive materials show at
least a little bit of dispersion. The exact amount is controlled by the Abbe number.
The basic idea is, as the Abbe number goes lower, the dispersion effect increases.
Its easy to overdo it, but it should actually be pretty subtle.
Since it is quite slow to render, most of the time you can get by without dispersion.
We only suggest using it for close-up studio renders of things like jewellery, glass,
or crystals.
Refraction & Alpha Channels
Finally, a quick tip to remember: for Refractive objects, it is generally a good idea
to set the Affect Channels to All Channels. This way, your alpha channel will
not be solid white, but will be adjusted, depending on the transparency of the
object. This is very useful in post-production.