The Refraction BSDF 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.
- Color of the surface, or physically speaking, the probability that light is refracted for each wavelength.
- Influences sharpness of the refraction; perfectly sharp at 0.0 and smoother with higher values.
- Normal used for shading; if nothing is connected the default shading normal is used.
- Microfacet distribution to use. Sharp results in perfectly sharp refractions, while Beckmann and GGX can use the Roughness input for blurry refractions.
- Standard shader output.