BSDF Refractivo
![El nodo BSDF Refractivo.](../../../_images/node-types_ShaderNodeBsdfRefraction.webp)
The Refraction BSDF 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.
Entradas
- Color
Color de la superficie, o hablando físicamente, la probabilidad de que la luz es refractada por cada longitud de onda.
- Rugosidad
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.
Propiedades
- Distribution
Microfacet distribution to use. Sharp results in perfectly sharp refractions, while Beckmann and GGX can use the Roughness input for blurry refractions.
Salidas
- BSDF
Salida estándar de sombreador.
Ejemplos
![../../../_images/render_shader-nodes_shader_refraction_example.jpg](../../../_images/render_shader-nodes_shader_refraction_example.jpg)
Refraction Shader.