Transparency
Transparency in 3D refers to an object's ability to allow light to pass through it, creating a see-through effect. It is achieved by adjusting an object's opacity level or Alpha value, or using material extension Transmission.
Alpha value is a simple opacity parameter that can be used to make a material partially or completely transparent. It does not take into account the way that light interacts with the material.
To change Alpha value, open the RGBA color picker and change the highlighted value.
To enable opacity in transparent textures (png), toggle Use Texture Transparency.
Texture format png is a lot heavier than jpg so using them might add extra data to your product
Allows for more realistic rendering of translucent or transparent materials by specifying the amount of light that can pass through them.
Not supported in Augmented reality
Index of refraction refers to how much a material bends or slows down light as it passes through it.
Air: 1
Water: 1.33
Glass: 1.5,
Diamond: 2.42
Used to simulate the appearance of a finite volume of a material, which includes its thickness and other properties such as refraction, absorption, and scattering.
For example, it can be used to simulate thickness on glass objects, such as a vase or a bottle.
Alpha value
Alpha value is a simple opacity parameter that can be used to make a material partially or completely transparent. It does not take into account the way that light interacts with the material.
To change Alpha value, open the RGBA color picker and change the highlighted value.
Use Texture Transparency (PNG)
To enable opacity in transparent textures (png), toggle Use Texture Transparency.
Texture format png is a lot heavier than jpg so using them might add extra data to your product
Transmission
Allows for more realistic rendering of translucent or transparent materials by specifying the amount of light that can pass through them.
Not supported in Augmented reality
Index of refraction (IOR)
Index of refraction refers to how much a material bends or slows down light as it passes through it.
Air: 1
Water: 1.33
Glass: 1.5,
Diamond: 2.42
Volume
Used to simulate the appearance of a finite volume of a material, which includes its thickness and other properties such as refraction, absorption, and scattering.
For example, it can be used to simulate thickness on glass objects, such as a vase or a bottle.
Updated on: 24/05/2023
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