Fresnel Shader

菲涅耳着色器

Basic 基础Shader 着色器

Fresnel Shader

菲涅耳着色器

Although the Fresnel shader can be used in any material channel (preferred is the Reflection channel), it does not affect the bump or displacement channels unless used as a secondary channel within Fusion or something similar.

尽管菲涅耳着色器可以用于任何材质通道(首选是反射通道) ,但它不会影响凹凸或位移通道,除非它被用作 Fusion 内的次要通道或类似的通道。

Left a Fresnel shader in the Color Channel. Right a Fresnel shader in the Transparency Channel. 左边的菲涅耳着色器在颜色通道。右边的菲涅耳着色器在透明通道 Tip: 提示:
Note also the built-in physically correct 还要注意内置的物理正确性Fresnel 菲涅耳 in the Reflectance channel, which does not require the use of the Fresnel shader. 在反射通道,这不需要使用菲涅耳着色器

It’s hard to imagine not using a Fresnel shader when rendering glass. This shader can also make numerous types of materials look more realistic. Because the greater the angle at which you view a surface, the more reflective any surface becomes.

很难想象在渲染玻璃时不使用菲涅耳着色器。这种着色器也可以使许多类型的材质看起来更加真实。因为你看一个表面的角度越大,任何表面的反射率就越高。

Tip: 提示:
If 如果Refraction 折射 is set not equal to 设置为不等于1 in the Transparency channel, a Fresnel reflection will be calculated. This value can be set to 在透明通道中,计算菲涅耳反射。可以将此值设置为0.