Document roughness impacting refraction behavior in Standard Material 3D

(cherry picked from commit 53984b5b84)
This commit is contained in:
Hugo Locurcio
2024-03-01 19:39:32 +01:00
committed by Max Hilbrunner
parent bbb18a1cc5
commit 6f749268f5

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@@ -492,6 +492,12 @@ 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
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
to allow distorting the refraction's direction on a per-pixel basis.