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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Transparent

This section contains rendering settings of transparent materials.

Transparent settings
Enabled The value indicating if the transparent pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.
Enabled by default.
Console access: render_transparent_enabled (API control)
Deferred The value indicating if the deferred pass for transparent objects is enabled.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.
Enabled by default.
Console access: render_transparent_deferred (API control)
Blur The value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass. Enabled by default.
Console access: render_transparent_blur (API control)

Refraction#

Enabled The value indicating if refraction is enabled. Enabled by default.
Console access: render_refraction (API control)
Warp Background Transparent Surfaces The value indicating if refraction affects background transparent surfaces (except for water and clouds). The following values are available:
  • Never — no refraction distortion is applied to transparent surfaces.
  • Behind Farthest Refractive Surface — apply refraction distortion to all transparent surfaces behind the farthest refractive surface.
This method takes effect only when rendering of refractions is enabled. Option #1 is selected by default (see above).
Console access: render_refraction_warp_background_transparent_surfaces (API control)
Refraction Red Refraction displacement for red channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the value of 0, there is no dispersion for refracted light in red channel.
No refraction dispersion
No Refraction Dispersion
Refraction Red and Green
Dispersion Per Channel: Red = 0.8, Green = 0.9, Blue = 1
Refraction Green Refraction displacement for green channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the value of 0, there is no dispersion for refracted light in green channel.
Refraction Blue Refraction displacement for blue channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the value of 0, there is no dispersion for refracted light in blue channel.
Last update: 2022-10-10
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