Translucency A translucent material
transmits light, but unlike a transparent material, it also scatters
the light so those objects behind the material cannot be seen clearly. You can use translucency
to simulate frosted and etched glass. Translucent Material Designed for radiosity Do not use with
shadow maps: use with ray trace shadows If you use radiosity,
it will process light transmitted by translucency. The accuracy of this
depends on the mesh: the more subdivided the faces are, the more accurate
the solution will be (at a cost of processing time). Diffuse
Black Translucency Brite blue
Most close to accurate
with thin materials Specular levels 0%, no highlight Over 100%, overloaded To select a good translucency
[or filter] color Ramp up the HSV, especially the Value Filter Color You can use the filter
color with volumetric lighting to create effects such as colored light
through a stained-glass window. The “glass” object
on the left has a multi-sub of 3 completely transparent translucent
materials, with red, blue, and green filter colors. The light source
has ray trace shadows on, resulting in the colored shadow upon the walls. Opacity setting This works best if
opacity is set to 50% Use the right shadow type With area shadows
the shadow has no color:
Ray-traced shadows cast by transparent objects are tinted with the filter
color and have the effect we are after:
Place a bitmap in filter color:
With the procedural
cell shader, set to high HSV colors, fractal:
Add volume fog to the light, and set the projector map to the same procedural map or bitmap as used in the
translucent material, and the material appears as colored volumetric
light:
Here we are at
100% opaque translucent material Diffuse: Blue Translucent color:
Green
This has no opacity.
Turning up the
specularity,
we see the filter
color red.
Translucent plastic Backside Specular
ON highlights on both sides
Frosted glass reflective on one side only Backside Specular
OFF highlights on only one side. add a fine-grained bump map Backside OFF, plus with noise bump
Raytrace material special effects rollout Translucency—Creates
a translucent
effect. The Translucency
color is a non-directional diffuse reflection. The diffuse color on
an object depends upon the angle between the surface normal and the
position of the light source. By ignoring the surface normal alignment,
this color component simulates translucent
materials. For thin objects,
the appearance can be like shining a light on the back of a piece of
rice paper. You can cast shadows onto the back of the paper and see
them projected through the paper; this works well with a projector light.
On thicker objects, you can get some good wax-like effects. This is the default raytrace with a blue in translucency: Same material with radiosity:
For thin objects, the
appearance can be like shining a light on the back of a piece of rice
paper. You can cast shadows onto the back of the paper and see them
projected through the paper; this works well with a projector light.
On thicker objects, you can get some good wax-like effects. 50% opacity, the light
of course has ray trace shadow.
You will have to
adjust colors to get it to work on the other side:
LumeTools Translucency shader Often
in the real world objects receive light from their back side:
Translucency
models this effect, letting light that originates behind a surface bleed
through to the front. |