From the course: Maya: Advanced Materials

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Translucency with Transmission Scatter

Translucency with Transmission Scatter - Maya Tutorial

From the course: Maya: Advanced Materials

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Translucency with Transmission Scatter

Picking up from our discussion of transmission and specularity, I want to talk a little bit about how to achieve certain effects, such as frosted glass or very dense thick liquids. Currently, I've got a version of my denser with a tinted transmission color and a specular of roughness, very low value of 0.05 and I would correspond to a polished glass. I'll make a snapshot of that. For a frosted glass effect, I would increase the specular roughness. Bring that up to, let's say, 0.4 or so and let that finish rendering. When that's done, store another snapshot and we can compare these. Here's a roughness of 0.05 and a roughness of 0.4. The roughness is at the surface of the material. In other words, we've simulated the effect of the outer surface of the glass being frosted. But if we want the effect of the interior of the material scattering light, then we would use transmission scatter. So I'll go back to a live…

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