Transparency, Transmission and Refraction
By Neil Blevins
Created On: June 19th 2002
Updated On: Dec 15th 2024
Software: Any

As well as the standard material properties of Diffuse and Specular, we also need to consider how see-through your object is. This short tutorial will discuss in general terms the various attributes of Transparency, Transmission and Refraction.

Transparency / Opacity / Alpha

Before raytracers become more commonplace in production, most materials in 3d applications had a Transparency or Opacity feature. One is the opposite of the other, a fully Opaque object has no transparency (fully solid), and a fully transparent object has not Opacity (fully see-thru). Transparency and Opacity aren't used as much these days since the equation has no real world equivalent (except perhaps the thinnest of pieces of see through plastic.

The images below are from the Blender manual showing Opacity from 0 to 1 as you go right.

Refraction

Now that most people are using raytracers, we have true raytraced refraction. In the real world, when a light beam goes through a transmissive object (a transmissive material is any material that lets light through), the surface bends the light slightly, causing what's behind the surface to appear warped. Different materials and the thickness of the surface modify how much bending occurs. You might remember these equations from high school physics classes.



American Museum Of Natural History

The most common example of a refractive surface in everyday life is Glass.



Notice how distorted the counter surface is when viewed through the glass surface of this casserole dish.


A refractive surface has a number of different properties, most of which can be controlled in most cg render engines.

IOR

<>How much a particular medium distorts the light rays passing through is controlled with an IOR value (Index of Refraction). Depending on what sort of material you're trying to create, you should change the IOR of your material. Some common examples:

Tinted

As in the real world reference above and below of the casserole dish, your refractive material can be tinted with a color.



Frosted

If the surface of interior of your refractive material has small bumps, this can create a frosted effect, which further distorts the background behind the surface, making it blurry. This is commonly controlled with a roughness parameters in CG, and in the real world is commonly seen in things like shower doors.

See below these images of a frosted plastic container.





Prismatic Effects

Some refractive surfaces are manufactured in such a way that they reveal prismatic effects. Basically, a light ray doesn't evenly bend, but the different wave lengths of light bend at slightly different angles. This can also be simulated in CG in some renderers.


Chromatic Prism Glass

Caustics

While considered more of a lighting effects in CG, it's also important to know that refractive materials also produce very different shadows than an opaque material, especially in glass or crystal, you get caustics, which is where light enters your surface, and refracts out in a way that focuses the light into spectacular patterns.





Conclusion

Hopefully this covers most of what you need to know about see-through objects. Check your favorite renderers for details about their specific implementation of these features.



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