File: refraction.rst

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.. _bpy.types.ShaderNodeBsdfRefraction:

***************
Refraction BSDF
***************

.. 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.