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Merge pull request #9040 from Calinou/standardmaterial3d-refraction-roughness
Document roughness impacting refraction behavior in Standard Material 3D
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tutorials/3d/standard_material_3d.rst

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@@ -489,6 +489,12 @@ Remember to use a transparent albedo texture (or reduce the albedo color's alpha
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channel) to make refraction visible, as refraction relies on transparency to
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have a visible effect.
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Refraction also takes the material roughness into account. Higher roughness
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values will make the objects behind the refraction look blurrier, which
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simulates real life behavior. If you can't see behind the object when refraction
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is enabled and albedo transparency is reduced, decrease the material's
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**Roughness** value.
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A normal map can optionally be specified in the **Refraction Texture** property
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to allow distorting the refraction's direction on a per-pixel basis.
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