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Document roughness impacting refraction behavior in Standard Material 3D #9040

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6 changes: 6 additions & 0 deletions tutorials/3d/standard_material_3d.rst
Original file line number Diff line number Diff line change
Expand Up @@ -489,6 +489,12 @@ Remember to use a transparent albedo texture (or reduce the albedo color's alpha
channel) to make refraction visible, as refraction relies on transparency to
have a visible effect.

Refraction also takes the material roughness into account. Higher roughness
values will make the objects behind the refraction look blurrier, which
simulates real life behavior. If you can't see behind the object when refraction
is enabled and albedo transparency is reduced, decrease the material's
**Roughness** value.

A normal map can optionally be specified in the **Refraction Texture** property
to allow distorting the refraction's direction on a per-pixel basis.

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