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  • Published 29 Oct 2017

Cycles node to get the angle/amount of reflected light

In Internal it is very easy to make the specular reflection change colors depending on the angle you are looking at the material and the resulting angle between you and the light source. In Cycles this is of course completely different because Internal doesn't handle reflected light even remotely the same way, but it'd still be nice to have a node that could represent the amount of light coming off from a surface into the camera, as in how much light would be bounced back to the camera if this surface would be a perfect mirror? And since the nodes all work before the shaders actually do their thing we'd have to add the glossy roughness for example ourselfs afterwards with a blur or the like, but that'd be fine for me personally. That way you could use a color ramp on it, plug that into a glossy and get for example a glossy reflection that's white right-on, shortly after slightly blueish and fades out into red as it fades away.

The closest I've come to that after days of trying and research is the LayerWeight Facing which is almost that, except it represents the angle of the camera only, when I look flat on at a surface while using that it turns black and fades out to white the more the angle starts to 'miss' the camera center.

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Development Status: Open

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bloodyrain2k
29 Oct 2017

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