Every material has a Fresnel value which is indicated by its index of refraction IOR. This value shows how much of the ray is reflected off the surface versus how much is absorbed. Surfaces viewed at grazing angles reflect more of the incoming light compared to surfaces facing the camera.
Or, more importantly, surfaces with normals that face the camera reflect less compared to normals that face away from the camera. As a specific example, GGX for the former and Phong for the latter. With a Phong for example, depending on the glossiness values, it distributes the rays based on a lobe in a predictable way. However, for all the rays that it distributes, it assumes that the normal of that ray is the same normal of the surface. Therefore the Fresnel effect of the reflection will affect all scattered rays equally.
It is therefore a more accurate representation of what the surface is actually doing. Instead of imagining a single ray being evenly scattered, you can imagine individual rays scattering in different directions based on the microfacets.
The grazing angle on a rough surface has normals that are not as acute as ones on a smooth surface, meaning that they point towards the camera more compared to a glossy surface. Therefore, grazing angles of a rough surface will have less of a Fresnel effect compared to a glossy surface. For the most part most people will simply notice that the overall reflection is dimmer.
However, because Glossy Fresnel is more physically accurate, it will actually be closer to reality and therefore better overall at matching reference. There will be an option to turn it off if you need to match a legacy shader.
Sign up for a new account in our community. It's easy! Already have an account? Sign in here. See the Benefits. Existing user? Share More sharing options Followers 0. Recommended Posts. Posted October 28, In the guide it says: As a general guideline, here are the Reflect IOR values for some common object types: water 1.
Here is one of them: Steel 2. Link to comment Share on other sites More sharing options RyderSK Posted October 28, Posted October 29, RyderSK Posted October 29, Nic H Posted October 29, Posted November 11, Hi Jojo, I totally agree with all Juray wrotes Controlling Fresnel IOR is really useful in case you create a refractive object, a diamond, for instance. Posted April 12, TomasEsperanza Posted February 1, Posted February 1, edited.
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