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.. _bpy.types.ShaderNodeBsdfRefraction:
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Refraction BSDF
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.. figure:: /images/node-types_ShaderNodeBsdfRefraction.webp
:align: right
:alt: Refraction BSDF node.
The *Refraction* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
is used to add glossy refraction with sharp or microfacet distribution,
used for materials that transmit light. For best results this node should be considered as
a building block and not be used on its own,
but rather mixed with a glossy node using a Fresnel factor.
Otherwise it will give quite dark results at the edges for glossy refraction.
Inputs
======
Color
Color of the surface, or physically speaking, the probability that light is refracted for each wavelength.
Roughness
Influences sharpness of the refraction; perfectly sharp at 0.0 and smoother with higher values.
Normal
Normal used for shading; if nothing is connected the default shading normal is used.
Properties
==========
Distribution
Microfacet distribution to use.
:GGX: GGX microfacet distribution.
:Beckmann: :guilabel:`Cycles Only`
Beckmann microfacet distribution.
Outputs
=======
BSDF
Standard shader output.
Examples
========
.. figure:: /images/render_shader-nodes_shader_refraction_example.jpg
Refraction Shader.
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