Renderworks00095.pngTransparency Shaders 

Shader
Description

Image Mask

Selects an imported image to apply as a transparency mask (see Creating Image-based Shaders)

Image

Selects an imported image to apply as a transparency texture (see Creating Image-based Shaders), for colored transparency and projected colored lights like gobo projections in the Vectorworks Spotlight software

Color

Specifies a color to be applied as a transparency

Color

Click the color box to select the transparency color

Brightness (%)

Lightens or darkens the selected color

Glass

When using glass transparency, set the accompanying color shader to a dark color (or even black) for best results

Transmission (%)

Sets how much light passes through the glass; set to a high value when the glass is very clear

Index of Refraction

As light moves through a medium, the index measures the change in the direction of the light’s rays. An index of 1.0 indicates no change; a typical value for water and ice is 1.3, and for glass use 1.5 – 1.6.

To save time, use a value of 1.0x (just above 1) when the glass is thin.

Color

Click the color box to select the color that appears in a very thin object; for glass, this is usually set to white

Blurriness (%)

Blurs the transparency by the specified amount, or set to 0 for no blur. Blurred glass appears frosted (and takes longer to render).

Absorption Color

Click the color box to select the color that a large, thick object assumes, when a ray of light has traveled the Absorption Distance

Absorption_color.png 

Absorption Distance

Defines the distance rays of light have to travel before Absorption Color replaces Color. The lower the value, the more intense the Absorption Color is. This applies to thick or thin glass.

Absorption_distance.png 

Plain

Provides plain, uniform transparency of a specified amount

Opacity (%)

Sets how opaque the shader is; set to a lower value for more transparency and to a higher value for more opacity

Rectangular Mask

Uses the texture as a rectangular mask to apply as a transparent texture (usually combined with another shader to create a specific masking effect). Useful for decals.

Horizontal/Vertical Repetitions

Indicates how to display the mask: a single instance, infinite repetitions, or a set number of repetitions in each direction

Bricks

These parameters are the same for all shaders; for a description, see Color Shaders

Noise

These parameters are the same for all shaders; for a description, see Color Shaders

Pavement

These parameters are the same for all shaders; for a description, see Color Shaders

Tiles

These parameters are the same for all shaders; for a description, see Color Shaders

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Color Shaders

Reflectivity Shaders

Bump Shaders

Creating and Mapping Textures

 

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