Стекло имеетсвойство преломления.
Благодоря именно этому свойству во время просматрирования каких -либо объектов через стекло ,они будут казаться увеличенными(Масштабирование объекта).
Map- Thin Wall Refraction
Применение карты(MAP) Thin wall refraction
Алгоритм действий
Procedures(Алгоритм действий)To(для )assign(создания )the Thin Wall Refraction map to a material(эффекта тонкого увеличительного стекла):
0.Шаг
Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Thin Wall Refraction
Открыть редактор материалов
Группа -Blur(Размытость изображения)
These controls are for antialiasing.
Affects the sharpness or blurriness of the generated map based on its distance from the object. The farther away the map is, the greater the blurring. Blur is primarily used to avoid aliasing. It's a good idea to use a small amount of blurring for all maps in order to avoid the scintillation or aliasing that can occur when pixel details are reduced off in the distance. Default=1.0.
These controls affect how the refraction should behave in animations.
Tells the renderer to create the refracted image only on the first frame.
This is the fastest option. You can use it if the camera and refractive object don't move.
Tells the renderer to regenerate the refracted image based on the frame rate set by the spinner.
Every single frame provides the most accurate result, but takes longest to render.
When off, environment maps are ignored by the refraction during rendering. It's useful to turn it this off when you have refractions in the scene and you're rotoscoping against a flat screen environment map. A screen environment map does not exist in 3D space the way the other environment map types do, and will not render properly. Default=on.
These controls are specific to the Thin Wall Refraction effect:
Affects the magnitude of refraction due to the presence of a bump map. This parameter multiplies the current bump map Amount in the parent material. Reduce this value to reduce the effect of the secondary refraction; increase this value to increase the effect. If there is no bump map assigned, this value has no effect. Default=1.0.
If there is unevenness in the surface of the glass, there is a secondary refraction. Thin Wall Refraction generates this secondary refraction if the material also has a bump map present. The algorithm guesses at the scaling of the secondary refraction, and can create too large an effect. If this happens, scale the effect down by reducing this value to less than one.
Affects the size of the refractive offset, or jog effect. At 0, there's no offset, and the object can appear invisible in the rendered scene. At 10.0, the offset is at its greatest. Range from 0.0 to 10.0; Default=0.5.