Category: Processing > Raytracing
Shader Family: Surface Material
Returns the "reflection intensity" or "refraction intensity" of a surface. It is based on Snell's law regarding the intersection of a ray with a perpendicular surface.
Lets you simulate glass/water reflection/refraction. For example, when near the shore of a lake, the water closest to you is transparent, since your eyes are perpendicular to the water. If you look at the water near the horizon, it reflects the sky because your eyes' direction is nearly parallel to the water's surface.
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