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CHAPTER 9
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Reflections vs. Refractions Light creates reflections when it bounces off of shiny surfaces. The angle of the surface relative to the source of light determines the direction that light reflects. When light shines through a transparent substance, it refractsit shifts course laterally but continues along a path close to the original. This causes images that are seen through transparent substances to appear shifted, like a pole that seems bent when you place it in water. The amount of this shift is determined by an optical property of the substance called the index of refraction, or IOR. |
Basic parameters for Raytrace materials (shown in Figure 9.2 and listed in interface order in Table 9.1) extend the basic parameters for Standard materials. In Raytrace, Ambient is defined as how much ambient color the shadow will absorb. Setting the Ambient color to white is the same as locking it to the Diffuse color in Standard materials. Diffuse and Specular settings work in the same way as they do in Standard materials.
FIGURE
9.2 Control your Raytrace materials with this
rollout.
Parameter | Function |
---|---|
Ambient | Sets the color of your object in shadow or indirect light |
Diffuse | Sets the color of your object in direct light |
Reflect | Sets the color of the specular reflection |
Specular Color | Sets the color of the highlight on a shiny, curved surface |
Specular Level | Sets the intensity of the specular highlight |
Glossiness | Controls the size of the specular highlight |
Soften | Softens the edge of the specular highlight |
Luminosity | Replaces shadowed surfaces with the diffuse color |
Transparency | Determines the transparency of a material and assigns it a filter color that affects the objects behind it |
Index of Refraction | Controls how much a transparent object distorts objects |
Environment | Specifies an environment map for reflection and refraction that overrides the scene environment map |
Bump | Specifies a bump map in the same way a Standard material does; uses the bitmap values to construct texture shading. |
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![]() | NOTE Unchecking any of the boxes next to the color swatches in the Basic Parameters rollout accesses a grayscale spinner. This spinner controls how much a parameter affects a material, from zero to 100 percent. Setting this value is the same as checking the box and changing the color swatch from black through the gray values to white. Whether the grayscale spinner or the color swatch is displayed, MAX always uses the visible parameter, and ignores the parameter that is not displayed. (They can indeed differ, and they dont update one another.) |
Transparency works like a combination of Opacity and Filter in a Standard material, except that Transparency settings work in inverse proportion to settings for Opacity. Additional parameters include reflection, index of refraction, environment mapping, and bump mapping. For an example of a raytraced image reflecting the scene around it, see Figure 9.3.
FIGURE
9.3 A raytraced sphere reflecting the scene
around it
Creating a Raytraced Reflection
Lets create a raytraced reflection like the one in Figure 9.3.
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![]() | TIP For faster rendering, turn off Raytrace Refractions in the Raytracer Controls rollout. |
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![]() | TIP The Reflection parameter overrides the Transparency parameter. If you set the Reflection grayscale spinner to 100% or set the swatch to white, the object will be completely opaque, regardless of its Transparency value. |
Extended parameters for Raytrace materials (detailed in Table 9.2 and Figure 9.4) allow you to simulate extra light, translucency, and fluorescence, and give you finer control over transparent and reflective surfaces. The Density settings allow you to apply a tint to a transparent material based on the objects thickness, and to gradually fill the walls of the object with fog so that it becomes opaque.
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