Transparency

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Glassiness – Controls the transparency of the material. A value of 0.0 is opaque and a value of 1.0 is transparent. Any other value is not a physically accurate representation of transparency and should be avoided. To set a “semi-transparent” material, set the glassiness to 1.0 and control the transparency using the Volume Color and the Volume Range.
Volume Color – Controls the color of light as it passes through different thicknesses of a transparent medium. The value determines the color of refractions at Volume Range.
Volume Range – At exactly this world space distance, refractions will have the color given by Volume Color. At any distance less than this maximum, the color will be proportionally less (according to Beer's law). A value of -1 (minus 1) means that the Volume Color will be used as the transparent color without taking the thickness of the material into account.
Thin Wall – When Thin Wall is selected a transparent material will behave as though the object it is applied to were hollow, so a sphere would appear as a hollow ball. In contrast when thin wall is not selected the sphere will behave as though it were a solid ball.
Refraction Max Ray Depth – Material override for the maximum level of refraction rays. A value of -1 (minus 1) means that the global value will be used.
Refraction Cut off – If refractions from this material will contribute less than this value to the pixel color value in the final image, then Shaderlight will avoid tracing them, to render faster.

 

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