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Varying Index of Refraction (IOR) by InTheCity

The tutorial shows how to make nonuniform or varying IOR (Index of Refraction).

This natural occurring anomaly can be seen in various places; (you will have to research other). Heated glass, rising warm air, different states of ice (pressure related) most commonly you would see it in warped glass found in older homes.

At first it`s usage seems limited, but it can make for very interesting shots. And also the techniques described here can be used to create other complex materials. not relating to Transparency alone.

 

I have a simple scene setup, the cube has 5x5x5 segments, which is important for the next steps.
Varying Index of Refraction (IOR) by InTheCity

Apply a simple glass material to the cube. (Uncheck Diffuse - Check Refraction : IOR 1.06, Check Specular Layer 1 and uncheck Trace Specular)

Varying Index of Refraction (IOR) by InTheCity

Now select a portion of the model and choose "Set Vertex Weight" from the selection menu.

Varying Index of Refraction (IOR) by InTheCity

Your "Vertex Weight" selection is now visible in the Editor view and the 'OM' (object manager)

Varying Index of Refraction (IOR) by InTheCity

Deselect the Vertex Map in the OM and create a second selection and a second Vertex Map (Once a weight is determined it`s called a 'Vertex Map')

Varying Index of Refraction (IOR) by InTheCity

You should have 2 vertex maps. It`s helpful to name them to differentiate later on.

Varying Index of Refraction (IOR) by InTheCity

Make 2 additional copies of your Glass material and again name accordingly (ensure 'base' is already applied material).

Varying Index of Refraction (IOR) by InTheCity

* In the 2 material, Choose the Vertex Map option from the effects Rollout.

Varying Index of Refraction (IOR) by InTheCity

Drag the first Vertex Map in to the 'Vertex Map' Slot

Varying Index of Refraction (IOR) by InTheCity

In the Refraction Options of this material change IOR #. You may change any of the setting for various effect.

Varying Index of Refraction (IOR) by InTheCity

Material 2 now completed. Follow the same steps from "*" again for material '3rd'. Using another slightly different IOR.

When completed add materials 2 and 3 as addition to base material .

Varying Index of Refraction (IOR) by InTheCity

It`s wise to Mix your 3 materials in Vray, but interesting effect can be achieved by not following this rule.

Varying Index of Refraction (IOR) by InTheCity

The example has varying colors in refraction channel.

Varying Index of Refraction (IOR) by InTheCity

Small displacement.

Varying Index of Refraction (IOR) by InTheCity

Diffuse / Transparent blend

Varying Index of Refraction (IOR) by InTheCity

One solid and two transparent.

Varying Index of Refraction (IOR) by InTheCity

The Vertex Map weight does not need to be 100 %. Choose 80-95 % for an even blend between the two.
The vertex mapping technique can be applied for any number blend effects.

Experiment! It`s not always dependent on the "Material Weight" settings in Vray material. The vertex map can have very interesting effects on other channels.