Hi. I have glossy reflections on the glass which goes from emition object - lamp and from one diffuse - pillar. This reflections are ugly, so i decided to get rid of them by switching off glossy in their materials menu, but the problem now that this objects (emition object - lamp and one diffuse - pillar) itself becomed darker and dull. So i cannot get rid of this reflections totally, should leave some. Is there a way to control amount of glossy reflections on the glass, make them a bit transparent or less dense or something like that.
If you lower the IOR of your glass, the reflection will be dimmer.
Or you can just build your own glass shader, mixing a refraction shader and a glossy; using a fresnel for the mixing factor. You can multiply the fresnel value with something between 0 and 1 with a math node, to lower the amount of reflection…
well, better to show it:

Thank you very much Secrop. I set IOR of the glass lower and its helped a lot, though i dont know if it right from realism point of view to lower it, so i lowered it not too much, to 1050, so its still a little bit of refraction, but now it dosnt ugly and distractive.
I also have a question, i didnt see before IOR, Glossy amount and Roughness nodes apart from glass, gloss shader nodes. Where did you find them. Its confused me. This three nodes from left side?
They are just Input>>Value nodes, which I changed the Label to identify which values they represent. They are just there, to keep the important values away from the other nodes (a bit as in node groups).
About changing just the IOR, if you lower the IOR value to 1 or close to 1, you will loose much of the supposed refraction effect (1 means no refraction, but also no reflection)… To keep the IOR close to the real IOR of the material you’re trying to mimic, using a custom glass as the one I posted, will give you a bit more control.
Ok. I tried your method with fresnel node,math, refraction and glossy and it works well. But i currently using glass node setup glass shader mixed with transparent and light path as a factor. Can i delete all this and use only the one you offers, or i can mix all of them together - mine and yours?
Yea,thanks. i know about groupping, but didnt tried it yet. Will start to use it, because my nodes are getting longer and complicated and thats a hassle to build them all the time again, its better to copy.
Although probably a bit slower, I prefer to use:
(Fresnel) to the power of a (user controlled bias value + 0.5).
With bias at 0.5 you get normal glass.
With bias < 0.5 you get more reflective glass (reflective coating).
With bias > 0.5 you get less reflective glass (anti reflective coating).
But without affecting the edge reflections which should still be full, and without changes to IOR for control. Although IOR isn’t critical, I prefer having it fixed in case I have to cross (?) refractive mediums and IORs are relative to each other.
Color control should ideally be done using volumetric shader, if not you should mix color using fresnel as well (edge reflections should be white).
Probably not physically accurate, as coatings tend to do tinting as well, but does give an easy to use interface to tweak.
