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This material is used to render transparent surfaces like glass, acrylics, and gemstones.
They can be colorless or colored, having the correctly colored shadow and level of absorption/fogginess. 

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Similar to above, true dielectric materials would retain the white color. Make subtle changes here to avoid losing all physicality as this control result is multiplied against the interior and rays reflected from the inside. It's best to use the Interior > Absorption parameters below for realism.

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Reflection / Transmisson : White / White  - Blue / White - White / Blue


Fresnel Mode

  • Artistic - Reflectivity This result controls the amount of reflection from the normal direction as well as interior bending of the rays. Presets for common materials are provided for you to use.

  • Scientific -  IOR This result controls the amount of ray bending and as a physical effect, the reflection result using the index or refraction. You may recall materials like crown glass and water IOR are 1.5 and 1.33 respectively.

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Microfacets or tiny bits of roughness can scatter light in a way that has a blurry result. The less rough, the mirror-like and smooth/slick the material may look. High values will simply look diffuse.

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Roughness examples : 0.0 / 0.2 / 0.4 / 0.6 / 0.8 / 1.0


Normal/Bump

Here is where you supply a signal, either a texture or procedural pattern, to create a bump to the surface to "fake" surface details like small bumps or scratches. This means an artist doesn't have to model these tedious and often repetitious parts of a model.

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Tail Parameters

Mix

How strong the tail effect should be in a linear fashion.

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Tail Mix examples : 0.0 / 0.2 / 0.4 / 0.6 / 0.8 / 1.0


Length

Defines the roughness of the tail, full roughness at 1.0 will stretch the furthest with 0.0 being no roughness or no length.

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Anisotropy Parameters

Anisotropy

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Controls the saturation of the dispersion

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Interior Parameters

These parameters control the bulk of a dielectric material. When you think of what makes a glass object look like it does...the color and clarity, it's the absorption.

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The maximum reach in scene units of light before it is absorbed.


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Absorption Radius examples : 0.015 / 0.025 / 0.05 / 0.075 / 0.1 / 0.5


Scatter Color

This defines the color of the light that gets scattered rather than absorbed by the above absorption controls.

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This defines the scattering direction of the light, it can be forward (positive) or backward (negative) scattering. A value of 0 is isotropic, in all directions.

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Shadow Parameters

Density

This controls how opaque the resulting shadow is after taking into account the above parameters controlling Fresnel, coloring, absorption, etc. A value of 0 is a fully transparent or invisible shadow.

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This sets the influence of the Fresnel setting on the shadow after a ray passes through back-facing geometry.

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Advanced Parameters

Exterior IOR

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This defines the name of the lobe output of the final lobe weight to an Arbitrary Output Variable (AOV)

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RenderMan Fundamentals


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Galleon Ghost Ship in a bottle by Eugene Riecansky