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Maya:mia_material part02

Let’s start where we left off last time

Refraction

・Index of Refraction
The amount that a ray of light bends when entering a material。
A value of 1 equals air, a value of 1.33 water.
05_mia_material_x_11_IOR・Color
Refraction color.
05_mia_material_x_12_Refr_color・Transparency
05_mia_material_x_13_Transparency
・Glossiness
Determines the smoothness of the surface for refraction.
If this value is lowerd, rendering time will increase.
If a rendering takes time too much, below-mentioned Interpolate Refraction is set up.
05_mia_material_x_14_Refr_Gloss

・Glossy Samples
Specifies the number of times the light ray is sampled: a low value is grainy; a high value is smooth.

Advanced Refraction

・Use Max Distance
05_mia_material_x_15_Refr_MaxDist

・Use Color At Max Distacne
When this parameter is ON, It is attenuated to the color specified by “Color At Max Distance”.

When this parameter is OFF, the color is black

・Color At Max Distance

mia_material_x_passes ColorAtMaxDistance

・Max Trace Depth
This parameter overrides rendersettings Max Trace Dept(?). When this parameter is set to 0, rendersettings Max Trace Depth Parameter is used.

・Cutoff Threshold
The threshold at which refractions are not traced anymore

・Thin Walled/Solid
05_mia_material_x_17_solid

・Refractive Caustic/Transparent Shadow
When we use caustic,  Refractive Caustic parameter set ON.
However, it is necessary to set up that  caustic may become effective by the light and rendering setup.
05_mia_material_x_18_caistoc

・Backface Culling
Makes surfaces invisible to the camera when seen from the reverse side

・Propagate Alpha
If this is off, transparent objects have an opaque alpha channel.
05_mia_material_x_19_alphas

Continue to net time…

 

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