.. _bpy.types.ShaderNodeBsdfRefraction: *************** Refraction BSDF *************** .. figure:: /images/render_cycles_nodes_types_shaders_refraction_node.png :align: right Refraction BSDF. The *Refraction* :abbr:`BSDF (Bidirectional scattering distribution function)` node 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. Inputs ====== Color Color of the surface, or physically speaking, the probability that light is refracted for each wavelength. Roughness 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. Properties ========== Distribution Microfacet distribution to use. *Sharp* results in perfectly sharp refractions, while *Beckmann* and *GGX* can use the *Roughness* input for blurry refractions. Outputs ======= BSDF Standard shader output. Examples ======== .. figure:: /images/render_cycles_nodes_types_shaders_refraction_example.jpg Refraction Shader.