Le node Fresnel ou Dielectric Fresnel calcule quelle quantité de lumière est réfléchie hors du calque, où le reste sera réfléchie à travers le calque.
The most common use is to mix between two BSDFs using it as a blending factor in a mix shader node. For a simple glass material you would mix between a glossy refraction and glossy reflection. At grazing angles more light will be reflected than refracted as happens in reality.
For a two-layered material with a diffuse base and a glossy coating, you can use the same setup, mixing between a diffuse and glossy BSDF. By using the Fresnel as the blending factor you are specifying that any light which is refracted through the glossy coating layer would hit the diffuse base and be reflected off that.
- Index of refraction (IOR) of the material being entered.
- Input meant for plugging in bump or normal maps which will affect the output.
Ce node n’a pas de propriétés.
- Fresnel weight, indicating the probability with which light will reflect off the layer rather than passing through.