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.
GGX microfacet distribution.
- Multiple-scattering GGX 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 Cycles Only
Beckmann microfacet distribution.
- Ashikhmin-Shirley Cycles Only
Ashikhmin-Shirley microfacet distribution.
Standard shader output.