Creating a Realistic Liquid Material
Main parameters:
Diffuse color set to black
Reflection color set to light grey, light red tint
Transmission color set to red
Transmission scattering color set to dark red
Transmission scattering scale set to 0.01 (units in cm)
Fresnel enabled
Double sided
IOR set to 1.8
This setup uses RED::IMaterial::SetupRealisticMaterial
to produce a liquid material. The main difference compared to a transparent material is that we’ll use the transmission scattering to attenuate the transparency of the material along with the distance crossed in it.