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		<author><name>Yamyam</name></author>
		
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		<title>wiki&gt;Mindrones: moved Doc:Reference/Glossary/Index Of Refraction to Doc:Glossary/Index Of Refraction</title>
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[[Category:Mesh]]&lt;br /&gt;
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== Index Of Refraction ==&lt;br /&gt;
Is about the way that light passes through different types of materials... diamond, glass, water etc. When a light ray travels through the same volume it follows a straight path. However if it passes from one transparent volume to another, it bends. This is why a straw in water looks bent. The amount of bending differs between materials. The angle by which the ray is bent can be determined by knowing two things: the angle at which the incoming ray has been cast and the Index of Refraction. This IOR value is unique for every material. Glass has an IOR of about 1.5 and water 1.3. By increasing the IOR value for a Blender material, you can control how much the environment behind the transparent object is distorted, and thus improving the realism of the shader.&lt;br /&gt;
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Acronym: [[#IOR|IOR]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
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