.. _bpy.types.ShaderNodeBsdfGlossy: *********** Glossy BSDF *********** .. figure:: /images/render_shader-nodes_shader_glossy_node.png :align: right Glossy BSDF. The *Glossy* :abbr:`BSDF (Bidirectional scattering distribution function)` node is used to add reflection with microfacet distribution, used for materials such as metal or mirrors. Inputs ====== Color Color of the surface, or physically speaking, the probability that light is reflected for each wavelength. Roughness Input for the surface roughness resulting in sharp to blurry reflections. Normal Normal used for shading. Properties ========== Distribution Microfacet distribution to use. Sharp Results in perfectly sharp reflections like a mirror. The *Roughness* value is not used. GGX GGX microfacet distribution. Multiple-scattering GGX :guilabel:`Cycles Only` 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 :guilabel:`Cycles Only` Beckmann microfacet distribution. Ashikhmin-Shirley :guilabel:`Cycles Only` Ashikhmin-Shirley microfacet distribution. Outputs ======= BSDF Standard shader output. Examples ======== .. list-table:: :widths: auto * - .. figure:: /images/render_shader-nodes_shader_glossy_example.jpg Sharp Glossy example. - .. figure:: /images/render_shader-nodes_shader_glossy_behavior-sharp.svg :width: 308px Sharp Glossy behavior. * - .. figure:: /images/render_shader-nodes_shader_glossy_rough.jpg Rough Glossy example. - .. figure:: /images/render_shader-nodes_shader_glossy_behavior.svg :width: 308px Rough Glossy behavior.