The Glossy BSDF node is used to add reflection with microfacet distribution, used for materials such as metal or mirrors.
- Color of the surface, or physically speaking, the probability that light is reflected for each wavelength.
- Input for the surface roughness resulting in sharp to blurry reflections.
- Normal used for shading.
Microfacet distribution to use.
- Results in perfectly sharp reflections like a mirror. The Roughness value is not used.
- Multiple-scattering GGX
- Takes multiple bounce (scattering) events between microfacets into account. This gives a more energy conserving results, which would otherwise be visible as excessive darkening.
Beckmann, GGX, Ashikhmin-Shirley
- Standard shader output.