Page Contents


Overview


Fresnel is a simple texture map that allows you to blend two colors or maps based on the angle of view and an index of refraction. For example you can connect the Fresnel texture to the specular color of a normal material in order to create a Fesnel reflection.

 

 

 

Parameters


 



Perpendicular – Specifies the color for the texture when viewed frontally. If a texture is selected, it will override the color as long as the texture checkbox is enabled.

Parallel – Specifies the color for the texture when viewed at a grazing angle. If a texture is selected, it will override the color as long as the texture checkbox is enabled.

IOR – Specifies the index of refraction to use when calculating the Fresnel term.

 

Multipliers


 

 

 

Mode – Specifies the multiplication mode of the colors. 

Multiplier – Multiplies the RGB numbers for each pixel of the top layer with the RGB number of the corresponding pixel from the bottom layer. The result is a darker picture. 
Blend Amount  Takes each pixel from the top layer if present. Otherwise the bottom layer is used.

Perpendicular – Controls the intensity of the perpendicular color. A texture map can be assigned to this channel, as long as the checkbox is enabled. 

Parallel – Controls the intensity of the parallel color. A texture map can be assigned to this channel, as long as the checkbox is enabled.