{"id":3764,"date":"2020-07-09T12:03:50","date_gmt":"2020-07-09T12:03:50","guid":{"rendered":"https:\/\/bssrdf.com\/?post_type=manual_documentation&#038;p=3764"},"modified":"2021-03-11T13:16:42","modified_gmt":"2021-03-11T12:16:42","slug":"dielectric","status":"publish","type":"manual_documentation","link":"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/","title":{"rendered":"Dielectric"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_85 ez-toc-wrap-right counter-hierarchy ez-toc-counter ez-toc-custom ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">On this page<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-6a4d2bd447661\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #ffffff;color:#ffffff\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #ffffff;color:#ffffff\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-6a4d2bd447661\" checked aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/#Transmission\" >Transmission<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/#Transparency_Distance\" >Transparency Distance<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/#Refractive_Index\" >Refractive Index<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/#Transmission_Out\" >Transmission Out<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/#Refractive_Index_Outside\" >Refractive Index Outside<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/#Roughness\" >Roughness<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/#Abbe_Number_Dispersion\" >Abbe Number (Dispersion)<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-8\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/#Roughness_Transmission\" >Roughness Transmission<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-9\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/#Multiple_Surface_Scattering\" >Multiple Surface Scattering<\/a><\/li><\/ul><\/nav><\/div>\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-8f761849 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:33.33%\">\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"823\" src=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/dielectric_material.12.jpg\" alt=\"\" class=\"wp-image-3765\" srcset=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/dielectric_material.12.jpg 1000w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/dielectric_material.12-300x247.jpg 300w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/dielectric_material.12-768x632.jpg 768w\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" \/><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:66.66%\">\n<p class=\"wp-block-paragraph\">The&nbsp;<em>Dielectric<\/em>&nbsp;material type is a more advanced way to create glass materials. Compared to the&nbsp;<a href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/basic\/glass-solid\/\" data-type=\"manual_documentation\" data-id=\"3570\">Solid Glass<\/a>&nbsp;Material Type, you will find additional settings for dispersion (<em>Abbe Number<\/em>) and it can also be used to create an accurate interface between glass and liquid.<\/p>\n<\/div>\n<\/div>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-8f761849 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Transmission\"><\/span>Transmission<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This option controls the overall color of this material type. When light enters the surface it will take on the color set here. The amount of color that you see in this material is highly dependent on the&nbsp;<em>Transparency Distance<\/em>&nbsp;setting as well. If you have set a color in the transmission, but it looks too faint, try to decrease the&nbsp;<em>Transparency Distance<\/em>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Transparency_Distance\"><\/span>Transparency Distance<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This slider controls the depth of the color selected in the&nbsp;<em>Transmission<\/em>&nbsp;setting, depending on the thickness of the part to which the material is applied.&nbsp;After setting a color in the&nbsp;<em>Transmission<\/em>&nbsp;setting, use&nbsp;<em>Transparency Distance<\/em>&nbsp;to make that color more or less saturated and prominent. A lower setting will show the color more in thin areas of the model, and a high setting will make the color faint in the thin areas.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This physically accurate parameter simulates the effect you can observe by looking at the color of the shallow water at a beach versus the deep blue of a deep ocean. Without this you would see through to the bottom of the deepest ocean as easily as to the bottom of a swimming pool.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Refractive_Index\"><\/span>Refractive Index<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This slider controls how much light will bend or refract as it passes through parts on your model that have this type of material. The default of 1.5 is accurate for simulating most types of glass, but you can increase the value to create a more dramatic refraction within the surface.<\/p>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"546\" height=\"1024\" src=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2021\/03\/dielectric_material-546x1024.png\" alt=\"\" class=\"wp-image-14326\" srcset=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2021\/03\/dielectric_material-546x1024.png 546w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2021\/03\/dielectric_material-160x300.png 160w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2021\/03\/dielectric_material.png 764w\" sizes=\"auto, (max-width: 546px) 100vw, 546px\" \/><\/figure>\n<\/div>\n<\/div>\n\n\n\n<div class=\"wp-block-group\"><div class=\"wp-block-group__inner-container is-layout-flow wp-block-group-is-layout-flow\">\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Transmission_Out\"><\/span>Transmission Out<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This option controls the color of the light on the outside of the material. It is an advanced and complex setting, but it is needed when rendering containers with liquid. In the example of a water glass, you will need to have a dedicated surface for where the liquid and glass meet. On this surface, you should set the color of the glass with the transmission out setting and control the color of the liquid with the transmission setting. If the glass and liquid are both clear, set both transmission and transmission out to white.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Refractive_Index_Outside\"><\/span>Refractive Index Outside<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This slider is an advanced but powerful setting that allows you to accurately simulate the interface between two different refracting materials. The most common use for this is when you are working on a container with liquid inside, like a water glass. In such a scene, you will need a single surface to represent where the glass and water meet. On this surface, you have the liquid on the \u201cinside,\u201d and therefore you should set the refractive index to 1.33. On the \u201coutside,\u201d the glass the refractive index outside should be set to 1.5.<\/p>\n<\/div><\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Roughness\"><\/span>Roughness<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Roughness on this type of material will spread out highlights on the surface similar to what you see on non-transparent, materials. However, it also spreads out the light that is transmitted through the material.&nbsp;This is used to create a frosted glass look.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Expand this parameter, and you will see a samples setting. This can be used with a low setting to produce a more imperfect\/noisy result or a higher value to smooth out the noise\/grain for a smoother frosted look.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Samples<\/strong><br>A low samples setting (8 or lower) will tend to make the surface look more noisy, which will give a more imperfect and rough look. As you increase the value, the noise will even out more and provide a more evenly distributed roughness.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Abbe_Number_Dispersion\"><\/span>Abbe Number (Dispersion)<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The Abbe number slider controls dispersion of light as it is transmitted through the surface and produces a prismatic effect. This prismatic color effect can be used to create the \u201cfire\u201d effect often desired when rendering gem stones.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A value of zero will disable the dispersion effect entirely. A low value will show heavy dispersion, and as you increase the value, the effect will become more subtle. A setting around 35-55 is a good starting point if a subtle dispersion effect is desired.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dispersion Samples<br><\/strong>A low samples setting (8 or lower) will produce a more imperfect\/noisy result while a higher value will smooth out the noise\/grain and give a smoother look.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Roughness_Transmission\"><\/span>Roughness Transmission<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This will control the roughness of the refractions. The main difference between this parameter and roughness is that the roughness is on the internal portion of the material. This can be used to create a frosted look while still maintaining a shiny surface. The material needs to have some transparency through the specular transmission for the effect to show.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Multiple_Surface_Scattering\"><\/span>Multiple Surface Scattering<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This simulates multiple bounces of light on rough dielectric surfaces, before it is scattered back. Multiple scattering enables energy conservation of light interacting with rough dielectrics, which means that it allows you to achieve a more realistic and physically plausible appearance of such materials. With the option disabled, rough dielectric surfaces exhibit single scattering, where light is able to bounce off and scatter from the surface once, but subsequent bounces die out or get absorbed. This discard of multiple bounces causes a loss of light energy, which in turn causes rough dielectric surfaces to appear too dark. With the option enabled, rough dielectric surfaces exihibit physically correct multiple scattering, where multiple light bounces on the surface are respected. No light energy is lost, and surfaces will appear significantly brighter. For the most realistic result, it is best to enable this option, but there is a performance penalty. Multiple Surface Scattering only affects the appearance of Dielectric materials with a roughness greater than 0. The effect is more pronounced at higher roughness values.<\/p>\n\n\n\n<figure class=\"wp-block-nelio-compare-images\"><div class=\"wp-block-nelio-compare-images__comparison-wrapper wp-block-nelio-compare-images__comparison-wrapper--horizontally\" data-position=\"50\" data-direction=\"horizontal\"><div class=\"wp-block-nelio-compare-images__before-image wp-block-nelio-compare-images__before-image--horizontal\"><img loading=\"lazy\" decoding=\"async\" width=\"1920\" height=\"1080\" class=\"wp-image-10108\" src=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringOFF_20201112.png\" alt=\"\" srcset=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringOFF_20201112.png 1920w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringOFF_20201112-300x169.png 300w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringOFF_20201112-1024x576.png 1024w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringOFF_20201112-768x432.png 768w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringOFF_20201112-1536x864.png 1536w\" sizes=\"auto, (max-width: 1920px) 100vw, 1920px\" \/><\/div><div class=\"wp-block-nelio-compare-images__after-image wp-block-nelio-compare-images__after-image--horizontal\" style=\"width:50%\"><img loading=\"lazy\" decoding=\"async\" width=\"1920\" height=\"1080\" class=\"wp-image-10110\" src=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringON_20201112.png\" alt=\"\" srcset=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringON_20201112.png 1920w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringON_20201112-300x169.png 300w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringON_20201112-1024x576.png 1024w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringON_20201112-768x432.png 768w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/11\/Dielectric_MultipleSurfaceScatteringON_20201112-1536x864.png 1536w\" sizes=\"auto, (max-width: 1920px) 100vw, 1920px\" \/><\/div><div class=\"wp-block-nelio-compare-images__divider wp-block-nelio-compare-images__divider--vertical\"><\/div><div class=\"wp-block-nelio-compare-images__handler wp-block-nelio-compare-images__handler--vertical\"><\/div><\/div><figcaption class=\"wp-block-nelio-compare-images__caption\"><em>Multiple Surface Scattering disabled on the left, enabled on the right.<\/em><\/figcaption><\/figure>\n","protected":false},"author":29916,"featured_media":0,"parent":4658,"menu_order":13,"template":"","manualdocumentationcategory":[13],"manual_doc_tag":[],"class_list":["post-3764","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-keyshot"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.8 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Dielectric - KeyShot 11 Manual<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/dielectric\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Dielectric - KeyShot 11 Manual\" \/>\n<meta property=\"og:description\" content=\"The&nbsp;Dielectric&nbsp;material type is a more advanced way to create glass materials. Compared to the&nbsp;Solid Glass&nbsp;Material Type, you will find additional settings for dispersion (Abbe Number) and it can also be used to create an accurate interface between glass and liquid. Transmission This option controls the overall color of this material type. 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Compared to the&nbsp;Solid Glass&nbsp;Material Type, you will find additional settings for dispersion (Abbe Number) and it can also be used to create an accurate interface between glass and liquid. Transmission This option controls the overall color of this material type. 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