More information about Transmission can be found here. More information about Opacity can be found here.


The transmission allows light to scatter through the surface, for materials such as glass or water.

Note that you must also disable Opaque for the mesh that has been assigned the Toon shader.

If you can only see black where there should be transparency, you may not have a high enough refraction ray depth value (found in the Ray Depth section of the Render Settings). The default value is two.


Transmission_color multiplies the refracted result by a color.


Adds some additional blurriness of a refraction computed with an isotropic microfacet BTDFThe range goes from 0 (no roughness) to 1.


The directional bias, or anisotropy, of the scattering. The default value of zero gives isotropic scattering so that light is scattered evenly in all directions. Positive values bias the scattering effect forwards, in the direction of the light, while negative values bias the scattering backward, toward the light.


The rotation value changes the orientation of the anisotropic reflectance in UV space. At 0.0, there is no rotation, while at 1.0 the effect is rotated by 180 degrees. For a surface with brushed metal, this controls the angle at which the material was brushed. For metallic surfaces, the anisotropic highlight should stretch out in a direction perpendicular to the brushing direction.


The IOR parameter (Index of Refraction) defines the material's fresnel reflectivity and is by default the angular function used. Effectively the IOR will define the balance between reflections on surfaces facing the viewer and on surface edges. You can see the reflection intensity remains unchanged, but the reflection intensity on the front side changes a lot.

The Edge parameter is also affected by IOR.

IOR: 1. Rollover image to view 1.52 (default). Transmission: 1.


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