Constructor
thin_wall_refraction ...
Properties
<Thin_Wall_Refraction>.applyBlur Boolean default: true
Turns on filtering to blur the maps.
<Thin_Wall_Refraction>.blur Float default: 1.0 -- animatable
Affects the sharpness or blurriness of the generated map based on its distance from the object. The farther away the map is, the greater the blurring. Blur is primarily used to avoid aliasing. It's a good idea to use a small amount of blurring for all maps in order to avoid the scintillation or aliasing that can occur when pixel details are reduced off in the distance.
<Thin_Wall_Refraction>.frame Integer default: 0
Affects how the refraction should behave in animations:
0- First Frame Only (Tells the renderer to create the refracted image only on the first frame.)
1- Every Nth Frame (Tells the renderer to regenerate the refracted image based on nthframe.)
<Thin_Wall_Refraction>.nthFrame Integer default: 1
Sets the regeneration rate in animations.
<Thin_Wall_Refraction>.useEnviroment Boolean default: true
When off, environment maps are ignored by the refraction during rendering. It's useful to turn it this off when you have refractions in the scene and you're rotoscoping against a flat screen environment map. A screen environment map does not exist in 3D space the way the other environment map types do, and will not render properly.
<Thin_Wall_Refraction>.thicknessOffset Float default: 0.5 -- animatable, alias: Thickness_Offset
Affects the size of the refractive offset, or jog effect. At 0, there's no offset, and the object can appear invisible in the rendered scene. At 10.0, the offset is at its greatest.
<Thin_Wall_Refraction>.bumpMapEffect Float default: 1.0 -- animatable, alias: Bump_Map_Effect
Affects the magnitude of refraction due to the presence of a bump map. This parameter multiplies the current bump map Amount in the parent material. Reduce this value to reduce the effect of the secondary refraction; increase this value to increase the effect. If there is no bump map assigned, this value has no effect.
See also
TextureMap Common Properties, Operators, and Methods
Material Common Properties, Operators, and Methods