Grazing Angle Reflectivity - Node Group

This group enhances reflectivity at grazing angles.

The effect decreases as roughness increases.

You can also adjust F0 reflectivity.

It includes a custom Fresnel.

Grazing_Angle_Reflectivity_disOrder66.blend (98.8 KB)

The image shows where to connect the group.

Attachments


The Fresnel has been improved by adding sliders that allow
you to choose whether to have the Normal Map sent directly
to the Layer Weight nodes or to first have it mixed with the
incoming geometry.

The default value of 0 is the direct connection and the value
of 1 is the incoming mix.

There are separate Math nodes for each mode that have
different settings.

There are sliders for dielectric and metal.

I have tested many Substance Designer maps and most look
better with a value of 0, but some look better with a value of 1.

I replaced the .blend in the first post.

Hi!

I just posted this thread:

a minute ago and it seems your node setup implements exactly what I am asking for?

I only took a quick look at your file but why does the dielectric slide go from 0 to 30?

The range is set at 0-30 to allow for finer adjustment.
A Math node is used to remap the values.
Without that you would have to use very small values.

The Principled shader was mentioned in the other thread.
This group can be used with that shader.
The Roughness doesn’t need to be squared.
Connect the Dielectric Roughness output to
the Roughness input on the Principled shader.

I want to correct a statement made in my previous reply.
Remapping the values of the sliders doesn’t actually
make them more responsive for finer adjustment.
They respond exactly the same with the Math nodes
set at 1 and the maximum range of the sliders set at 3,
but with that smaller range many of the values you use
could be below 1. I prefer using larger values, so setting
the Math nodes to multiply by 0.1 enables that.
You can change these settings to your own preferences.

While developing this group I was comparing it with the
results from the Principled shader.
The values that looked closest were: 6 for dielectric and
4 for metal. These are the default values in my PBR Tool.

To see how this group modifies the Roughness map
open the map in Gimp. Add a new layer above it and
fill it with black. Set the blend mode to Soft Light.
A value of 1 (white) in the map is not affected. As the
values decrease, the black layer is increasingly mixed in.

The same blend mode is used in the group to prevent
unrealistic, strong reflections on very rough surfaces.

Added color correction to fix the loss of saturation and
value at grazing angles, which occurs in PBR setups.

The default settings for the “Grazing Angle Reflectivity”
sliders are 0.6 for dielectric and 0.4 for metal.
The maximum setting is 3. Use the higher range of
values for rougher surfaces.

“Sharpness” sharpens the reflections by mixing
between “Soft Light” blend mode and “Multiply”.

The falloff can be adjusted by using combinations
of the sliders.

Added a Normal Map node and a Normal output.

Removed “F0 Reflectivity” and the custom Fresnel.
Connect the “Dielectric Roughness” output to your
own Fresnel group.

Grazing_Angle_Reflectivity_v2_disOrder66.blend (88.2 KB)

The first image shows how to connect it in a basic PBR setup.
The second shows how to connect it to the Principled shader.

Attachments



Have you taken a look at this thread - it discusses this very thing in great detail.