Browse Source

Merge pull request #9040 from Calinou/standardmaterial3d-refraction-roughness

Document roughness impacting refraction behavior in Standard Material 3D
Max Hilbrunner 1 year ago
parent
commit
0f3f7a1007
1 changed files with 6 additions and 0 deletions
  1. 6 0
      tutorials/3d/standard_material_3d.rst

+ 6 - 0
tutorials/3d/standard_material_3d.rst

@@ -489,6 +489,12 @@ Remember to use a transparent albedo texture (or reduce the albedo color's alpha
 channel) to make refraction visible, as refraction relies on transparency to
 channel) to make refraction visible, as refraction relies on transparency to
 have a visible effect.
 have a visible effect.
 
 
+Refraction also takes the material roughness into account. Higher roughness
+values will make the objects behind the refraction look blurrier, which
+simulates real life behavior. If you can't see behind the object when refraction
+is enabled and albedo transparency is reduced, decrease the material's
+**Roughness** value.
+
 A normal map can optionally be specified in the **Refraction Texture** property
 A normal map can optionally be specified in the **Refraction Texture** property
 to allow distorting the refraction's direction on a per-pixel basis.
 to allow distorting the refraction's direction on a per-pixel basis.